C# Development
C# Development
C# Development
C Development
Rob Miles
Edition 1.1 October 2009
Computers 12
An Introduction to Computers .......................................................................................... 12
Hardware and Software ...................................................................................... 12
Data and Information ........................................................................................................ 13
Data Processing .................................................................................................. 13
Programmer’s Point:At the bottom there is always hardware ............................. 14
Programming Languages 15
What is Programming? ..................................................................................................... 15
From Problem to Program .................................................................................. 15
Programmer’s Point:The specification must always be there ............................. 16
A Simple Problem ............................................................................................................. 16
Specifying the Problem....................................................................................... 16
Programmer’s Point:metadata is important ......................................................... 17
Programmer’s Point:Good programmers are good communicators .................... 19
Programming Languages .................................................................................................. 19
Programmer’s Point:The language is not that important..................................... 20
C# 20
A look at C# ...................................................................................................................... 20
Dangerous C ....................................................................................................... 20
Programmer’s Point:Computers are always stupid ............................................. 21
Safe C# ............................................................................................................... 21
C# and Objects ................................................................................................... 21
Making C# Run .................................................................................................. 21
Creating C# Programs ........................................................................................ 22
The Human Computer ........................................................................................ 22
Programmer’s Point:Great programmers debug less .......................................... 22
What Comprises a C# Program? ....................................................................................... 22
Controlling the Compiler .................................................................................... 23
Storing the Data .................................................................................................. 23
Describing the Solution ...................................................................................... 23
Identifiers and Keywords .................................................................................... 23
A First C# Program 24
The Program Example ...................................................................................................... 24
using System; ............................................................................................. 24
class GlazerCalc ...................................................................................... 25
static.............................................................................................................. 25
void .................................................................................................................. 25
Main .................................................................................................................. 25
() ....................................................................................................................... 25
i
{ .......................................................................................................................... 26
double.............................................................................................................. 26
width, height, woodLength, glassArea ...................................... 26
Programmer’s Point:Know where your data comes from ................................... 26
; ......................................................................................................................... 26
string widthString, heightString; ............................................. 27
widthString = ............................................................................................. 27
Console. ......................................................................................................... 27
ReadLine ......................................................................................................... 27
() ....................................................................................................................... 27
; ......................................................................................................................... 28
width = ........................................................................................................... 28
double. ........................................................................................................... 28
Parse ................................................................................................................ 28
(widthString); .......................................................................................... 28
heightString = Console.ReadLine(); height =
double.Parse(heightString);............................................................ 29
woodLength = 2*(width + height)*3.25 ; ................................. 29
glassArea = 2 * ( width * height ) ; ...................................... 29
Console.WriteLine ................................................................................... 29
( ......................................................................................................................... 29
"The length of the wood is " ......................................................... 29
+ ......................................................................................................................... 29
woodLength .................................................................................................... 30
+ " feet" ...................................................................................................... 30
) ......................................................................................................................... 30
; ......................................................................................................................... 31
} ......................................................................................................................... 31
} ......................................................................................................................... 31
Programmer’s Point:Program layout is very important ...................................... 31
Punctuation ......................................................................................................... 31
Manipulating Data 32
Variables and Data ............................................................................................................ 32
Types of Variables ............................................................................................................ 32
Storing Numbers ................................................................................................. 32
Storing integer values ......................................................................................... 33
Programmer’s Point:Check your own maths....................................................... 33
integer literal values............................................................................................ 34
Storing real values .............................................................................................. 34
real literal values................................................................................................. 34
Programmer’s Point:Simple variables are probably best .................................... 35
Storing Text ........................................................................................................ 35
char variables ...................................................................................................... 35
char literal values ................................................................................................ 35
string variables.................................................................................................... 36
string literal values.............................................................................................. 37
bool variables ..................................................................................................... 37
bool literal values ............................................................................................... 37
Programmer’s Point:Think about the type of your variables .............................. 37
Identifiers .......................................................................................................................... 38
Programmer’s Point:Think about the names of your variables ........................... 38
Giving Values to Variables ............................................................................................... 39
Expressions ......................................................................................................... 39
Changing the Type of Data ............................................................................................... 40
Widening and Narrowing ................................................................................... 40
Casting ................................................................................................................ 41
ii
Types of Data in Expressions............................................................................................ 42
Programmer’s Point:Casts can add clarity .......................................................... 43
Programs and Patterns ...................................................................................................... 43
Writing a Program 44
Software as a story ............................................................................................................ 44
Comments ........................................................................................................... 45
Programmer’s Point:Don't add too much detail .................................................. 45
Program Flow ................................................................................................................... 45
Conditional Execution - if .................................................................................. 46
Conditions and Relational Operators .................................................................. 46
Combining Logical Operators ............................................................................ 48
Programmer’s Point:Break down your conditions .............................................. 48
Lumping Code Together ..................................................................................... 48
Metadata, Magic Numbers and const ................................................................. 49
Loops ................................................................................................................................ 50
Programmer’s Point:Don't be clever/stupid ........................................................ 53
Breaking Out of Loops ....................................................................................... 53
Programmer’s Point:Be careful with your breaks ............................................... 53
Going back to the top of a loop .......................................................................... 54
More Complicated Decisions ............................................................................. 54
Programmer’s Point:Get used to flipping conditions .......................................... 54
Complete Glazing Program ................................................................................ 54
Operator Shorthand ........................................................................................................... 55
Statements and Values ........................................................................................ 56
Programmer’s Point:Always strive for simplicity ............................................... 57
Neater Printing .................................................................................................................. 57
Using Placeholders in Print Strings .................................................................... 57
Methods 59
Methods So Far ................................................................................................................. 59
Method and Laziness .......................................................................................... 59
Parameters .......................................................................................................... 60
Return values ...................................................................................................... 60
A Useful Method ................................................................................................ 60
Programmer’s Point:Design with methods ......................................................... 61
Method Limitations ............................................................................................ 61
Programmer’s Point:Document your side-effects ............................................... 63
Programmer’s Point:Languages can help programmers...................................... 63
Method Libraries ................................................................................................ 64
Programmer’s Point:Always consider the failure behaviours ............................. 64
Variables and Scope ......................................................................................................... 64
Scope and blocks ................................................................................................ 65
Nested Blocks ..................................................................................................... 65
For loop local variables ...................................................................................... 66
Programmer’s Point:Plan your variable use ........................................................ 66
Arrays 66
Why We Need Arrays ....................................................................................................... 66
Array Elements ................................................................................................... 67
Array Element Numbering .................................................................................. 68
Large Arrays ....................................................................................................... 68
Managing Array Sizes ........................................................................................ 68
Creating a Two Dimensional Array .................................................................... 69
More than Two Dimensions ............................................................................... 69
Programmer’s Point:Keep your dimensions low ................................................ 69
iii
Switching 70
Making Multiple Decisions ............................................................................................... 70
Selecting using the if construction.................................................................... 70
The switch construction .................................................................................. 71
Programmer’s Point:switches are a good idea .................................................... 72
Enumerated Types 72
Enumeration and states ..................................................................................................... 73
Sample states ...................................................................................................... 73
Creating an enum type ...................................................................................................... 74
Programmer’s Point:Use enumerated types ........................................................ 74
Structures 75
What is a Structure? .......................................................................................................... 75
A sample structure .............................................................................................. 75
Creating a Structure .......................................................................................................... 76
Using a Structure .............................................................................................................. 76
Initial values in structures ................................................................................... 77
Programmer’s Point:Structures are crucial ......................................................... 77
Enumerated Types in Structures ......................................................................... 77
Static Items 90
Static class members ......................................................................................................... 90
Using a static data member of a class ................................................................. 91
iv
Programmer’s Point:Static Data Members are Useful and Dangerous ............... 92
Using a static method in a class .................................................................... 92
Using member data in static methods ................................................................. 93
Programmer’s Point:Static Method Members can be used to make Libraries .... 94
Bank Notes: Static Bank Information ............................................................................... 94
Inheritance 106
Extending a parent class.................................................................................................. 106
Programmer’s Point:Block Copy is Evil ........................................................... 107
Overriding methods ........................................................................................................ 107
Virtual Methods ................................................................................................ 108
Protection of data in class hierarchies............................................................... 108
Bank Notes: Overriding for Fun and Profit ..................................................................... 109
Using the base method .................................................................................................... 109
Making a Replacement Method ...................................................................................... 110
Programmer’s Point:Don’t Replace Methods ................................................... 110
Stopping Overriding ....................................................................................................... 110
Bank Notes: Protect Your Code ...................................................................................... 111
Constructors and Hierarchies .......................................................................................... 111
Constructor Chaining ........................................................................................ 112
Programmer’s Point:Design your class construction process ........................... 112
Abstract methods and classes .......................................................................................... 112
Abstract classes and interfaces ......................................................................... 113
References to abstract classes ........................................................................... 115
Bank Notes: Designing with interface and abstract......................................................... 115
Don’t Panic ..................................................................................................................... 115
v
The Object class ............................................................................................... 116
The ToString method ................................................................................... 117
Getting the string description of a parent object ............................................... 117
Objects and testing for equals ......................................................................................... 118
Adding an Equals method ................................................................................. 118
Programmer’s Point:Make sure you use the right equals .................................. 119
Objects and this ........................................................................................................... 119
this as a reference to the current instance...................................................... 120
Passing a reference to yourself to other classes ................................................ 120
Confusion with this ....................................................................................... 120
Bank Notes: Good Manners are a Good Idea ................................................................. 120
Programmer’s Point:Always provide an equals behaviour ............................... 121
Properties 124
Properties as class members ............................................................................................ 124
Creating Get and Set methods ......................................................................................... 124
Using Properties.............................................................................................................. 125
Properties and interfaces ................................................................................................. 126
Property problems ........................................................................................................... 126
Property Assignment Failure ............................................................................ 126
Properties Run Code ......................................................................................... 127
Programmer’s Point:Don’t use new fangled stuff just because it is there ......... 127
vi
Storing Business Objects 136
Saving an Account .......................................................................................................... 137
Loading an Account ........................................................................................................ 138
Programmer’s Point:There is only so much you can do ................................... 139
Multiple Accounts........................................................................................................... 139
Using streams ................................................................................................... 139
Programmer’s Point:Streams are wonderful ..................................................... 140
Saving and loading bank accounts .................................................................... 140
Bank Notes: Large Scale Data Storage ........................................................................... 141
Handling different kinds of accounts .............................................................................. 141
Health Warning ................................................................................................ 141
Banks and Flexibility ........................................................................................ 142
Saving a child class........................................................................................... 143
Loading a child class ........................................................................................ 143
Interfaces and the save operation ...................................................................... 144
Loading and factories ....................................................................................... 144
Factory Dependencies....................................................................................... 146
Bank Notes: Messy Code ................................................................................................ 146
vii
Creating your own exception type .................................................................................. 163
Throwing an Exception ................................................................................................... 164
Programmer’s Point:Design your error exceptions yourself ............................. 165
Multiple Exception Types ............................................................................................... 165
Programmer’s Point:Programs often fail in the error handlers ......................... 166
Debugging 172
Fault Reporting ............................................................................................................... 172
Programmer’s Point:Design Your Fault Reporting Process ............................. 173
The two types of Fault ...................................................................................... 173
Bugswatting .................................................................................................................... 173
Rip it up and start again .................................................................................... 174
Programmer’s Point:Bug Fixes Cause Bugs ..................................................... 175
Making Perfect Software ................................................................................................ 175
viii
Inheritance ...................................................................................................................... 180
Interface .......................................................................................................................... 180
Library ............................................................................................................................ 181
Machine code .................................................................................................................. 181
Member ........................................................................................................................... 181
Metadata ......................................................................................................................... 181
Method ............................................................................................................................ 181
Mutator ........................................................................................................................... 181
Namespace ...................................................................................................................... 182
Overload ......................................................................................................................... 182
Override .......................................................................................................................... 182
Portable ........................................................................................................................... 182
Private ............................................................................................................................. 182
Property .......................................................................................................................... 182
Protected ......................................................................................................................... 183
Public .............................................................................................................................. 183
Reference ........................................................................................................................ 183
Signature ......................................................................................................................... 183
Source file ....................................................................................................................... 183
Static ............................................................................................................................... 183
Stream ............................................................................................................................. 184
Structure.......................................................................................................................... 184
Subscript ......................................................................................................................... 184
Test harness .................................................................................................................... 184
This ................................................................................................................................. 184
Typesafe .......................................................................................................................... 184
Unit test........................................................................................................................... 185
Value type ....................................................................................................................... 185
Virtual Method................................................................................................................ 185
Index 187
Department: www.dcs.hull.ac.uk
Email: [email protected]
Blog: www.robmiles.com
If you find a mistake in the text please report the error to [email protected] and I will take a look.
Vsn. 1.1
Wednesday, 23 September 2009
ix
Computers Introduction
Introduction
Welcome
Welcome to the Wonderful World of Rob Miles™. This is a world of bad jokes, puns,
and programming. In this book I'm going to give you a smattering of the C#
programming language. If you have programmed before I'd be grateful if you'd still
read the text. It is worth it just for the jokes and you may actually learn something.
If you have not programmed before, do not worry. Programming is not rocket science it
is, well, programming. The bad news about learning to program is that you get hit with
a lot of ideas and concepts at around the same time when you start, and this can be
confusing. The keys to learning programming are:
Practice – do a lot of programming and force yourself to think about things
from a problem solving point of view
Study – look at programs written by other people. You can learn a lot from
studying code which other folk have created. Figuring out how somebody else
did the job is a great starting point for your solution. And remember that in
many cases there is no best solution, just ones which are better in a particular
context, i.e. the fastest, the smallest, the easiest to use etc.
Persistence – writing programs is hard work. And you have to work hard at it.
The principle reason why most folks don't make it as programmers is that they
give up. Not because they are stupid. However, don't get too persistent. If you
haven't solved a programming problem in 30 minutes you should call time out
and seek help. Or at least walk away from the problem and come back to it.
Staying up all night trying to sort out a problem is not a good plan. It just
makes you all irritable in the morning. We will cover what to do when it all
goes wrong later in these notes.
Computers
An Introduction to Computers
Before we consider programming, we are going to consider computers. This is an
important thing to do, because it sets the context in which all the issues of programming
itself are placed.
Qn: Why does a bee hum? One way of describing a computer is as an electric box which humms. This, whilst
Ans: Because it doesn't know technically correct, can lead to significant amounts of confusion, particularly amongst
the words! those who then try to program a fridge. A better way is to describe it as:
Windows XP is an operating All computers are sold with some software. Without it they would just be a novel and
system. It gives computer highly expensive heating system. The software which comes with a computer is often
programs a platform on which called its Operating System. The Operating System makes the machine usable. It
they can execute. looks after all the information held on the computer and provides lots of commands
to allow you to manage things. It also lets you run programs, ones you have written
and ones from other people. You will have to learn to talk to an operating system so
that you can create your C# programs and get them to go.
Data Processing
Computers are data processors. Information is fed into them; they do something with it,
and then generate further information. A computer program tells the computer what to
do with the information coming in. A computer works on data in the same way that a
sausage machine works on meat, something is put in one end, some processing is
performed, and something comes out of the other end:
This makes a computer a very A program is unaware of the data it is processing in the same way that a sausage
good "mistake amplifier", as machine is unaware of what meat is. Put a bicycle into a sausage machine and it will
well as a useful thing to try to make sausages out of it. Put duff data into a computer and it will do equally
blame..... useless things. It is only us people who actually ascribe meaning to data (see above),
as far as the computer is concerned it is just stuff coming in which has to be
manipulated in some way.
A computer program is just a sequence of instructions which tell a computer what to do
with the data coming in and what form the data sent out will have.
Note that the data processing side of computers, which you might think is entirely
reading and writing numbers, is much more than that, examples of typical data
processing applications are:
Digital Watch : A micro-computer in your watch is taking pulses from a crystal
and requests from buttons, processing this data and producing a display which tells you
the time.
Car : A micro-computer in the engine is taking information from sensors telling it the
current engine speed, road speed, oxygen content of the air, setting of the accelerator
etc and producing voltages out which control the setting of the carburettor, timing of
the spark etc, to optimise the performance of the engine.
CD Player : A computer is taking a signal from the disk and converting it into the
sound that you want to hear. At the same time it is keeping the laser head precisely
positioned and also monitoring all the buttons in case you want to select another part of
the disk.
Games Console: A computer is taking instructions from the controllers and using
them to manage the artificial world that it is creating for the person playing the game.
Note that some of these data processing applications are merely applying technology to
existing devices to improve the way they work. However the CD player and games
console could not be made to work without built-in data processing ability.
Most reasonably complex devices contain data processing components to optimise their
performance and some exist only because we can build in intelligence. It is into this
world that we, as software writers are moving. It is important to think of business of
data processing as much more than working out the company payroll, reading in
numbers and printing out results. These are the traditional uses of computers.
Note that this "raises the As software engineers it is inevitable that a great deal of our time will be spent fitting
stakes" in that the data processing components into other devices to drive them. You will not press a
consequences of software switch to make something work, you will press a switch to tell a computer to make it
failing could be very work. These embedded systems will make computer users of everybody, and we will
damaging. have to make sure that they are not even aware that there is a computer in there!
You should also remember that seemingly innocuous programs can have life
threatening possibilities. For example a doctor may use a spreadsheet to calculate doses
of drugs for patients. In this case a defect in the program could result in illness or even
death (note that I don't think that doctors actually do this – but you never know..)
Programming Languages
What is Programming?
I tell people I am a "Software Programming is a black art. It is the kind of thing that you grudgingly admit to doing,
Engineer". at night, with the blinds drawn and nobody watching. Tell people that you program
computers and you will get one of the following responses:
1. A blank stare.
2. "That's interesting", followed by a long description of the double glazing that
they have just had fitted.
3. Asked to solve every computer problem that they have ever had, and ever will
have.
4. A look which indicates that you can't be a very good one as they all drive
Ferraris and tap into the Bank of England at will.
Programming is defined by most people as earning huge sums of money doing
something which nobody can understand.
Programming is defined by me as deriving and expressing a solution to a given
problem in a form which a computer system can understand and execute.
One or two things fall out of this definition:
You need to be able to solve the problem yourself before you can write a
program to do it.
The computer has to be made to understand what you are trying to tell it to do.
And remember just how much I like to think of a programmer as a bit like a plumber! A plumber will arrive at a job
plumbers earn…. with a big bag of tools and spare parts. Having looked at it for a while, tut tutting, he
will open his bag and produce various tools and parts, fit them all together and solve
your problem. Programming is just like this. You are given a problem to solve. You
have at your disposal a big bag of tricks, in this case a programming language. You
look at the problem for a while and work out how to solve it and then fit the bits of
the language together to solve the problem you have got. The art of programming is
knowing which bits you need to take out of your bag of tricks to solve each part of
the problem.
A Simple Problem
Consider the scenario; you are sitting in your favourite chair in the pub contemplating
the universe when you are interrupted in your reverie by a friend of yours who sells
double glazing for a living. He knows you are a programmer of sorts and would like
your help in solving a problem which he has:
He has just started making his own window units and is looking for a program which
will do the costing of the materials for him. He wants to just enter the dimensions of the
window and then get a print out of the cost to make the window, in terms of the amount
of wood and glass required.
"This looks like a nice little earner" you think, and once you have agreed a price you
start work. The first thing you need to do is find out exactly what the customer wants
you to do...
Information going in
In the case of our immortal double glazing problem we can describe the information as:
The width of a window.
The height of the window.
Height of
Window
Width of Window
The area of the glass is the width multiplied by the height. To make the frame we will
need two pieces of wood the width of the window, and two pieces of wood the height of
the window.
The width of the window, in metres and being a value between 0.5 Metres
and 3.5 metres inclusive.
The height of the window, in metres and being a value between 0.5 metres
and 2.0 metres inclusive.
Note that we have also added units to our description, this is very important - perhaps
our customer buys wood from a supplier who sells by the foot, in which case our output
description should read :
The area of glass required for the window, in square metres. Remember
that we are selling double glazing, so two panes will be required.
The length of wood required for the frame, given in feet using the
conversion factor of 3.25 feet per metre.
Note that both you and the Having written this all up in a form that both you and the customer can understand,
customer must understand we must then both sign the completed specification, and work can commence.
the document!
Proving it Works
In a real world you would now create a test which will allow you to prove that the
program works, you could for example say:
If I give the above program the inputs 2 metres high and 1 metre wide the program
should print out: 4 square metres of glass and 9.75 feet of wood.
The test procedure which is designed for a proper project should test out all possible
states within the program, including the all important error conditions. In a large system
the person writing the program may have to create a test harness which is fitted around
the program and will allow it to be tested. Both the customer and the supplier should
agree on the number and type of the tests to be performed and then sign a document
describing these.
Testing is a very important part of program development. There is even one
development technique where you write the tests before you write the actual program
that does the job. This is actually a good idea, and one we will explore later. In terms of
code production, you can expect to write as much code to test your solution as is in the
solution itself. Remember this when you are working out how much work is involved in
a particular job.
Getting Paid
Better yet, set up a phased At this point the supplier knows that if a system is created which will pass all the tests
payment system so that you the customer will have no option but to pay for the work! Note also that because the
get some money as the system design and test procedures have been frozen, there is no ambiguity which can lead to
is developed. the customer requesting changes to the work although of course this can still happen!
The good news for the developer is that if changes are requested these can be viewed in
the context of additional work, for which they can be expect to be paid.
Customer Involvement
Note also in a "proper" system the customer will expect to be consulted as to how the
program will interact with the user, sometimes even down to the colour of the letters on
the display! Remember that one of the most dangerous things that a programmer can
think is "This is what he wants"! The precise interaction with the user - what the
program does when an error is encountered, how the information is presented etc., is
something which the customer is guaranteed to have strong opinions about. Ideally all
this information should be put into the specification, which should include layouts of
the screens and details of which keys should be pressed at each stage. Quite often
prototypes will be used to get a idea of how the program should look and feel.
Fact: If you expect to derive If this seems that you are getting the customer to help you write the program then you
the specification as the are exactly right! Your customer may have expected you to take the description of the
project goes on either you will problem and go into your back room - to emerge later with the perfect solution to the
fail to do the job, or you will problem. This is not going to happen. What will happen is that you will come up with
end up performing five times something which is about 60% right. The customer will tell you which bits look OK
the work! and which bits need to be changed. You then go back into your back room, muttering
under your breath, and emerge with another system to be approved. Again, Rob's law
says that 60% of the duff 40% will now be OK, so you accept changes for the last
little bit and again retreat to your keyboard....
The customer thinks that this is great, reminiscent of a posh tailor who produces the
perfect fit after numerous alterations. All the customer does is look at something,
suggests changes and then wait for the next version to find something wrong with. They
will get a bit upset when the delivery deadline goes by without a finished product
appearing but they can always cheer themselves up again by suing you.
Fact: More implementations If your insistence on a cast iron specification forces the customer to think about
fail because of inadequate exactly what the system is supposed to do and how it will work, all to the better. The
specification than for any customer may well say "But I am paying you to be the computer expert, I know
other reason! nothing about these machines". This is no excuse. Explain the benefits of "Right First
Time" technology and if that doesn't work produce a revolver and force the issue!
Again, if I could underline in red I would: All the above apply if you are writing the
program for yourself. You are your own worst customer!
You may think that I am labouring a point here; the kind of simple systems we are
going to create as we learn to program are going to be so trivial that the above
techniques are far too long winded. You are wrong. One very good reason for doing
this kind of thing is that it gets most of the program written for you - often with the help
of the customer. When we start with our double glazing program we now know that we
have to:
read in the width
verify the value
read in the height
verify the value
calculate width times height times 2 and print it
calculate ( width + height ) * 2 * 3.25 and print it
The programming portion of the job is now simply converting the above description
into a language which can be used in a computer.......
Programming Languages
Once we know what the program should do (specification), and how we are going to
determine whether it has worked or not (test) we now need to express our program in a
form that the computer can work with.
You might ask the question "Why do we need programming languages, why can we not
use something like English?" There are two answers to this one:
C#
A look at C#
There are literally hundreds We are going to learn a language called C# (pronounced C sharp). If you ever make
of programming languages the mistake of calling the language C hash you will show your ignorance straight
around, you will need to know away! C# is a very flexible and powerful programming language with an interesting
at least 3! history. It was developed by Microsoft Corporation for a variety of reasons, some
technical, some political and others marketing.
C# bears a strong resemblance to the C++ and Java programming languages, having
borrowed (or improved) features provided by these languages. The origins of both Java
and C++ can be traced back to a language called C, which is a highly dangerous and
entertaining language which was invented in the early 1970s. C is famous as the
language the UNIX operating system was written in, and was specially designed for
this.
Dangerous C
I referred to C as a dangerous language. So what do I mean by that? Consider the chain
saw. If I, Rob Miles, want to use a chain saw I will hire one from a shop. As I am not an
experienced chain saw user I would expect it to come with lots of built in safety
features such as guards and automatic cut outs. These will make me much safer with the
thing but will probably limit the usefulness of the tool, i.e. because of all the safety stuff
I might not be able to cut down certain kinds of tree. If I was a real lumberjack I would
go out and buy a professional chain saw which has no safety features whatsoever but
can be used to cut down most anything. If I make a mistake with the professional tool I
could quite easily lose my leg, something the amateur machine would not let happen.
In programming terms this means is that C lacks some safety features provided by other
programming languages. This makes the language much more flexible.
However, if I do something stupid C will not stop me, so I have a much greater chance
of crashing the computer with a C program than I do with a safer language.
Safe C#
The C# language attempts to get the best of both worlds in this respect. A C# program
can contain managed or unmanaged parts. The managed code is fussed over by the
system which runs it. This makes sure that it is hard (but probably not impossible) to
crash your computer running managed code. However, all this fussing comes at a price,
causing your programs to run more slowly.
To get the maximum possible performance, and enable direct access to parts of the
underlying computer system, you can mark your programs as unmanaged. An
unmanaged program goes faster, but if it crashes it is capable of taking the computer
with it. Switching to unmanaged mode is analogous to removing the guard from your
new chainsaw because it gets in the way.
C# and Objects
The C# language is object oriented. Objects are an organisational mechanism which let
you break your program down into sensible chunks, each of which is in charge of part
of the overall system. Object Oriented Design makes large projects much easier to
design, test and extend. It also lets you create programs which can have a high degree
of reliability and stability.
I am very keen on object oriented programming, but I am not going to tell you much
about it just yet. This is not because I don't know much about it (honest) but because I
believe that there are some very fundamental programming issues which need to be
addressed before we make use of objects in our programs.
The use of objects is as much about design as programming, and we have to know how
to program before we can design larger systems.
Making C# Run
You actually write the C# is a compiled programming language. The computer cannot understand the
program using some form of language directly, so a program called a compiler converts the C# text into the low
text editor - which may be level instructions which are much simpler. These low level instructions are in turn
part of the compiling and converted into the actual commands to drive the hardware which runs your program.
running system.
We will look in more detail at this aspect of how C# programs work a little later, for
now the thing to remember is that you need to show your wonderful C# program to
the compiler before you get to actually run it.
A compiler is a very large program which knows how to decide if your program is
legal. The first thing it does is check for errors in the way that you have used the
language itself. Only if no errors are found by the compiler will it produce any output.
The compiler will also flag up warnings which occur when it notices that you have
done something which is not technically illegal, but may indicate that you have made a
Creating C# Programs
Microsoft has made a tool called Visual Studio, which is a great place to write
programs. It comprises the compiler, along with an integrated editor, and debugger.It is
provided in a number of versions with different feature sets. There is a free version,
called Visual Studio Express edition, which is a great place to get started. Another free
resources is the Microsoft .NET Framework. This provides a bunch of command line
tools, i.e. things that you type to the command prompt, which can be used to compile
and run C# programs. How you create and run your programs is up to you.
I'm not going to go into details of how to download and install the .NET framework;
that is for other documents, I am going to assume that you are using a computer which
has a text editor (usually Notepad) and the .NET framework installed.
A First C# Program
using System;
class GlazerCalc
{
static void Main()
{
double width, height, woodLength, glassArea;
string widthString, heightString;
widthString = Console.ReadLine();
width = double.Parse(widthString);
heightString = Console.ReadLine();
height = double.Parse(heightString);
using System;
A big part of learning to This is an instruction to the C# compiler to tell it that we want to use things from the
program is learning how to System namespace. A namespace is a place where particular names have meaning.
use all the additional features We have namespaces in our conversations too, if I am using the "Football"
of the system which support namespace and I say "that team is really on fire" I'm saying something good. If I am
your programs. using the "Firefighter" namespace I'm saying something less good.
In the case of C# the System namespace is where lots of useful things are described.
One of these useful things provided with C# is the Console object which will let me
write things which will appear on the screen in front of the user. If I want to just refer to
this as Console I have to tell the compiler I'm using the System namespace. This
means that if I refer to something by a particular name the compiler will look in
System to see if there is anything matching that name. We will use other namespaces
later on.
class GlazerCalc
Classes are the basis of object A C# program is made up of one or more classes. A class is a container which holds
oriented programming, as we data and program code to do a particular job. In the case of our double glazing
shall see later. calculator the class just contains a single method which will work out our wood
lengths and glass area, but a class can contain much more than that if it needs to.
You need to invent an identifier for every class that you create. I've called ours
GlazerCalc since this reflects what it does. For now, don't worry too much about
classes, just make sure that you pick sensible names for the classes that you create.
Oh, and one other thing. There is a convention that the name of the file which contains
a particular class should match the class itself, in other words the program above should
be held in a file called GlazerCalc.cs.
static
This keyword makes sure that the method which follows is always present, i.e. the
word static in this context means "is part of the enclosing class and is always
here". When we get to consider objects we will find that this little keyword has all
kinds of interesting ramifications. But for now I'd be grateful if you'd just make sure
that you put it here in order to make your programs work properly.
void
A void is nothing. In programming terms the void keyword means that the method
we are about to describe does not return anything of interest to us. The method will
just do a job and then finish. In some cases we write methods which return a result (in
fact we will use such a method later in the program).
However, in order to stop someone else accidentally making use of the value returned
by our Main method, we are explicitly stating that it returns nothing. This makes our
programs safer, in that the compiler now knows that if someone tries to use the value
returned by this method, this must be a mistake.
Main
You choose the names of your methods to reflect what they are going to do for you.
Except for Main. This method (and there must be one, and only one such method) is
where your program starts running. When your program is loaded and run the first
method given control is the one called Main. If you miss out the Main method the
system quite literally does not know where to start.
()
This is a pair of brackets enclosing nothing. This may sound stupid, but actually tells
the compiler that the method Main has no parameters. A parameter to a method gives
the method something to work on. When you define a method you can tell C# that it
works on one or more things, for example sin(x) could work on a floating point
value of angle x. We will cover methods in very great detail later in this document.
{
This is a brace. As the name implies, braces come in packs of two, i.e. for every open
brace there must be a matching close. Braces allow programmers to lump pieces of
program together. Such a lump of program is often called a block. A block can contain
the declaration of variable used within it, followed by a sequence of program statements
which are executed in order. In this case the braces enclose the working parts of the
method Main.
When the compiler sees the matching close brace at the end it knows that it has reached
the end of the method and can look for another (if any). The effects of an un-paired
brace are invariably fatal....
double
By now you probably feel that you need a drink. But that is not what double means in
this context. What it means is "double precision floating point number".
Our program needs to remember certain values as it runs. Notably it will read in values
for the width and height of the windows and then calculate and print values for the glass
area and wood length. C# calls the places where values are put variables. At the
beginning of any block you can tell C# that you want to reserve some space to hold
some data values. Each item you can hold a particular kind of value. Essentially, C# can
handle three types of data, floating point numbers, integer numbers and text (i.e. letters,
digits and punctuation). The process of creating a variable is called declaring the
variable.
A double variable can hold You declare some variables of a particular type by giving the type of the data,
a very wide range of values to followed by a list of the names you want the variables to have. We are using the type
a very high precision. double for now. Later we will use other types.
;
The semicolon marks the end of the list of variable names, and also the end of that
declaration statement. All statements in C# programs are separated by the ; character,
this helps to keep the compiler on the right track.
The ; character is actually very important. It tells the compiler where a given statement
ends. If the compiler does not find one of these where it expects to see one it will
produce an error. You can equate these characters with the sprocket holes in film, they
keep everything synchronised.
widthString =
This is an assignment statement. In this C# statement we are going to change the value
in a variable. Our program is going to read a line of text from the user and place the
result in the variable we have called widthString. Remember that a variable is
simply a named box of a particular size, which can hold a single data item (in this case
a string of text).
A good proportion of your programs will be instructions to assign new values to
variables, as the various results are calculated. C# uses the = character to make
assignments happen. The first part of this statement is the name of a previously defined
variable. This is followed by the = character which I call the gozzinta. I call it that
because the value on the right gozzinta (goes into) the variable on the left.
Console.
On the right of the equals we have the thing which is going to be assigned to
widthString. In this case the result is going to be the string returned by the method
ReadLine. This method is part of an object called Console .which looks after the
user input and output.
ReadLine
This indicates that the ReadLine method is to be invoked. This asks the running
program to dash off, do whatever statements there are in this method, and then come
back. Methods are a way in which you can break up your program into a number of
chunks, each of which has a particular job. They also mean that you only have to write
a particular piece of code once, put it in a method, and then call that method whenever
you want that particular job done. The C# system contains a number of built in methods
to do things for our programs. ReadLine is one of these.
When this program runs the ReadLine method is invoked (or called). It will wait for
the user to enter a line of text and press the Enter key. Whatever is typed in is then
returned as a string by the ReadLine method. The result of the method call is placed
in the widthString variable.
()
A method call is followed by the parameters to the method. A parameter is something
that is passed into a method for it to work on. Think of it as raw materials for a process
of some kind. In the case of ReadLine it has no raw materials, it is going to fetch the
information from the user console. However, we still have to tell the method call
something, even if it means there are no parameters being supplied
;
We have seen the semi-colon before. It marks the end of a statement in our program.
width =
This is another assignment (Mr. Phelps/Hawke1). The variable width is being given a
value. Many statements in your programs will simply be moving data around and
performing actions on it.
double.
But the rest of the statement looks a bit scary. In fact it is not too tricky. We are asking
Mr. double (the thing responsible holding double precision floating point numbers) to
do a little job for us. In this case the little job is "take the string held by
widthString and convert it into a double precision floating point number. Mr.
double provides this ability by exposing a method called Parse.
Note that there is nothing wrong or naughty about something in C# exposing its
methods. It is how we get things done for us. When you come to design larger programs
you will find that the best way to do this is to create components which expose
methods to get the job done. The whole of the C# library set is provided as a series of
methods and one of the things that you will have to get to grips with is where the
methods are and how to use them. As with many things in life, the trick is knowing who
to ask…
Parse
The Parse method has the job of converting the string it has been given into a double
precision floating point number. To do this it must look along the string, pull out each
digit in turn and then calculate the actual value, as in "12" means a ten and two units.
This process of looking along things is often called parsing. Hence the name of the
method we are using. The method is given the string that is to be parsed and returns the
number that it has found.
Note that this gives significant potential for evil, in that if the user doesn’t type in a
value , or types something like "Twenty Five" the Parse method call will not be able
to resolve a number and will fail as a result. How it fails, and how you can resolve this
failure, will be left for a future section in order to add more excitement to this
document.
(widthString);
We have seen that a call of a method must be followed by the raw materials
(parameters) for that method. In the case of ReadLine there are no parameters, but
we still need to supply an empty list to indicate this. In the case of Parse the method
needs to be given the string that it is to work on. We do this by putting the name of the
string variable containing the text (widthString) into the brackets as above. The
value of the information in widthString (i.e. the text that the user has typed in) is
passed into the Parse method for it to look at and extract the number from.
1
Obscure movie/TV show reference for you there folks.
heightString = Console.ReadLine();
height = double.Parse(heightString);
These two statements simply repeat the process of reading in the text of the height value
and then converting it into a double precision value holding the height of the window.
Console.WriteLine
This is a call of a method, just like the ReadLine method, except that this one takes
what it is given and then prints it out on the console.
(
This is the start of the parameters for this method call. We have seen these used in the
calls of Parse and also ReadLine
+
Plus is an addition operator. We have seen it applied to add two integers together.
However, the plus here means something completely different 2. In this case it means
"add two strings together".
2
Another TV show reference
You will have to get used to the idea of context in your programs. We have seen this
with namespaces. Here it is with operators. The C# system uses the context of an
operation to decide what to do. In the case of the previous +, between two double
precision floating point numbers it means "do a sum". Here it has a string on the left
hand side. This means that it is going to perform string concatenation rather than
mathematical addition.
woodLength
This is another example of context at work. Previously we have used woodLength as
a numeric representation of a value, in this program the length of the wood required.
However, in the context it is being used at the moment (added to the end of a string) it
cannot work like that.
The C# compiler must therefore ask the woodLength data item to convert itself into a
string so it can be used correctly in this position. Fortunately it can do this, and so the
program works as you would expect.
It is very important that you understand precisely what is going on here. Consider:
Console.WriteLine ( 2.0 + 3.0 );
This would perform a numeric calculation (2.0 + 3.0) and produce a double precision
floating point value. This result value would then be asked to provide a string version
of itself to be printed, giving the output:
5
Would regard the + as concatenating two strings. It would ask the value 3 to convert
itself into a string (sounds strange – but this is what happens. It would then produce the
output:
2.03
The string "2.0" has the text of the value 3.0 added on the end. This difference in
behavior is all because of the context of the operation that is being performed.
You can think of all of the variables in our program being tagged with metadata (there
is that word again) which the compiler uses to decide what to do with them. The
variable heightString is tagged with information that says "this is a string, use a
plus with this and you concatenate". The variable woodLength is tagged with
metadata which says "this is a double precision floating point value, use a plus with this
and you perform arithmetic".
+ " feet"
Another concatenation here. We are adding the word feet on the end. Whenever I print
a value out I always put the units on the end. This makes it much easier to ensure that
the value makes sense.
)
The bracket marks the end of the parameter being constructed for the WriteLine
method call. When the method is called the program first assembles a completed string
out of all the components, adding (or concatenating) them to produce a single result. It
then passes the resulting string value into the method which will print it out on the
console.
;
The semi-colon marks the end of this statement.
}
Now for some really important stuff. The program is essentially complete. We have
added all the behaviours that we need. However, the compiler still needs to be told that
we have reached the end of the program. This first close brace marks the end of the
block of code which is the body of the Main method. A block of code starts with a {
and ends with a }. When the compiler sees this it says to itself "that is the end of the
Main method".
}
The second closing brace has an equally important job to the first. It marks the end of
the class GlazerCalc. In C# everything exists inside a class. A class is a container
for a whole bunch of things, including methods. If we want to (and we will do this later)
we may put a number of methods into a class. For now however, we only want the one
method in the class. And so we use the second closing brace to mark the end of the
class itself.
Punctuation
That marks the end of our program. One of the things that you will have noticed is that
there is an awful lot of punctuation in there. This is vital and must be supplied exactly
as C# wants it, otherwise you will get what is called a compilation error. This simply
indicates that the compiler is too stupid to make sense of what you have given it!
You will quickly get used to hunting for and spotting compilation errors, one of the
things you will find is that the compiler does not always detect the error where it takes
place, consider the effect of missing out a "(" character. However, note that just
because the compiler reckons your program is OK is no guarantee of it doing what you
want!
Another thing to remember is that the layout of the program does not bother the
compiler, the following is just as valid:
using System;class GlazerCalc{static void Main(){double width, height,
woodLength, glassArea;string widthString, heightString;widthString =
Console.ReadLine();width = double.Parse(widthString);heightString =
Console.ReadLine();height = double.Parse(heightString);woodLength = 2 * ( width
+ height ) * 3.25 ;glassArea = 2 * ( width * height ) ;Console.WriteLine (
"The length of the wood is " + woodLength + " feet" ) ;Console.WriteLine(
"The area of the class is " + glassArea + " square metres" ) ;}}
- although if anyone writes a program which is laid out this way they will get a smart
rap on the knuckles from me!
The grammar of programs is something you will pick up as we look at more and more
of them....
Manipulating Data
In this section we are going to take a look at how we can write programs that
manipulate data, how values can be stored, retrieved and generally fiddled with. This
provides us with the ability to perform the data processing part of programs.
Types of Variables
Storing Numbers
When considering numeric values there are two kinds of data:
Nice chunky individual values, for example the number of sheep in a
field, teeth on a cog, apples in a basket. These are referred to as integers.
Nasty real world type things, for example the current temperature, the
length of a piece of string, the speed of a car. These are referred to as
reals.
In the first case we can hold the value exactly; you always have an exact number of
these items, they are integral.
When you are writing a In the second case we can never hold what we are looking at exactly. Even if you
specification you should measure a piece of string to 100 decimal places it is still not going to give you its
worry about the precision to exact length - you could always get the value more accurately. These are real. A
which values are to be held. computer is digital, i.e. it operates entirely on patterns of bits which can be regarded
Too much accuracy may slow as numbers. Because we know that it works in terms of ons and offs it has problems
the machine down - too little holding real values. To handle real values the computer actually stores them to a
may result in the wrong limited accuracy, which we hope is adequate (and usually is).
values being used.
This means that when we want to store something we have to tell the computer whether
it is an integer or a real. We also need to consider the range of possible values that we
need to hold so that we can choose the appropriate type to store the data.
You tell C# about a variable you want to create by declaring it. The declaration also
identifies the type of the thing we want to store. Think of this as C# creating a box of
a particular size, specifically designed to hold items of the given type. The box is
tagged with some metadata (there is that word again) so that the system knows what
can be put into it and how that box can be used.
This creates a variable with could keep track of over two thousand million sheep! It
also lets a program manipulate "negative sheep" which is probably not meaningful
(unless you run a sheep bank of course and let people owe you them). Remember that
the language itself is unaware of any such considerations. If you want to make sure that
we never have more than 1,000 sheep and the number of sheep never goes negative you
must add this behaviour yourself.
If I am using one of the "shorter" types the literal value is regarded by the compiler as
being of that type:
sbyte tinyVal = 127;
In this statement the 127 is regarded as an sbyte literal, not an integer. This means
that if I do something stupid:
sbyte tinyVal = 128;
(the maximum value that an sbyte can hold is 127) the compiler will detect that I have
made a mistake and the program will not compile.
An example of a double variable could be something which held the width of the
universe in inches:
double univWidthInMeters;
Finally, if you want the ultimate in precision but require a slightly smaller range you
can use the decimal type. This uses twice the storage space of a double and holds
values to a precision of 28-29 digits. It is used in financial interest calculations.
decimal robsOverdraft;
3.5
You can also use exponents to express double and float values:
9.4605284E15
This is a double precision literal value which is actually the number of meters in a light
year. If you put an f on the end it becomes a floating point literal value.
Unlike the way that integers work, with real numbers the compiler is quite fussy about
how they can and can't be combined. This is because when you move a value from a
double precision variable into an ordinary floating point one some of the precision is
lost. This means that you have to take special steps to make sure that you as
programmer make clear that you want this to happen and that you can live with the
consequences. This process is known as casting and we will consider it in detail a bit
later in these notes.
Storing Text
Sometimes the information we want to store is text. This can be in the form of a single
character, at other times it will be a string. C# provides variables for looking after both
of these types of information:
char variables
A char is type of variable which can hold a single character. A character is what you get
when you press a key on a keyboard or display a single, er, character on the screen.
Note that C# can use a character set called UNICODE which can handle over 65,000
different character designs including a wide range of foreign characters.
An example of a character variable could be something which held the command key
that the user has just pressed:
char commandKey;
This means "the character A". It is what your program would get if you asked it to read
a character off the keyboard and the user held down shift and pressed A.
Note that I had to put leading zeroes in front of the two hex digits.
string variables
A type of box which can hold a string of text. In C# a string can be very short, for
example "Rob", or it can be very long, for example "War and Peace" (that is the book
not the three words). A string variable can hold a line of text. However, because there
are special characters which mean "take a new line" (see above) it is perfectly possible
for a single string to hold a large number of lines of text.
An example of a string variable could be something which holds the line that the user
has just typed in:
string commandLine;
This can be useful when you are expressing things like file paths. The verbatim
character has another trick, which is that you can use it to get string literals to extend
over several lines:
@"The quick
brown fox
jumps over the lazy dog"
This expresses a string which extends over three lines. The line breaks in the string are
preserved when it is stored.
bool variables
A bool (short for boolean) variable is a type of box which can hold whether or not
something is true. Sometimes that is all you want. If you are storing whether or not a
subscription has been paid or not there is no need to waste space by using a type which
can hold a large number of possible values. Instead you just need to hold the states true
or false. These are the only two values which the bool type allows.
An example of a bool variable could be one which holds the state of a network
connection:
bool networkOK;
Also when considering how to store data it is important to remember where it comes from. In the
example above I've used the double type to hold the width and height of a window. This is really
stupid. It does not take into account the precision required or indeed how accurately the window
can be measured. I would suspect that my glazing salesman will not be able to measure to an
accuracy greater than 1 mm and so it would make sense to only store the data to that precision.
This illustrates another metadata consideration, when you are given the prospect of storing floating
point information; find out how it is being produced before you decide how it will be stored. As an
example, you might think that being asked to work with the speed of a car you would have to store a
floating point value. However, when you find out that the speed sensor only gives answers to an
accuracy of 1 mile per hour, this makes the job much simpler.
Identifiers
In C# an identifier is a name that the programmer chooses for something in the
program. The name of a variable is more properly called an identifier. We will see
other places where we create identifiers. C# has some rules about what constitutes a
valid identifier:
All identifiers names must start with a letter.
After the letter you can have either letters or numbers or the underscore
"_" character.
Upper and lower case letters are different, i.e. Fred and fred are different identifiers.
Here are a few example declarations, one of which are not valid (see if you can guess
which one and why) :
int fred ;
float jim ;
char 29yesitsme ;
One of the golden rules of programming, along with "always use the keyboard with the
keys uppermost" is:
Always give your variables meaningful names.
According to the Mills and Boon romances that I have read, the best relationships are
meaningful ones.
The convention in C# for the kind of variables that we are creating at the moment is to
mix upper and lower case letters so that each word in the identifier starts with a capital:
float averageIceCreamPriceInPence;
This is sometimes called camel case, presumably because of the "humps" in the
identifier which are caused by the capitals.
The first part of the program should be pretty familiar by now. Within the Main
function we have declared three variables, first, second and third. These are
each of integer type.
The last three statements are the ones which actually do the work. These are assignment
statements. An assignment gives a value to a specified variable, which must be of a
sensible type (note that you must be sensible about this because the compiler, as we
already know, does not know or care what you are doing). The value which is assigned
is an expression. The equals in the middle is there mainly to confuse us, it does not
mean equals in the numeric sense; I like to think of it as a gozzinta (see above).
Gozzintas take the result on the right hand side of the assignment and drop it into the
box on the left, which means that:
2 = second + 1;
- is a piece of programming naughtiness which would cause all manner of nasty errors
to appear.
Expressions
An expression is something which can be evaluated to produce a result. We can then
use the result as we like in our program. Expressions can be as simple as a single value
and as complex as a large calculation. They are made up of two things, operators and
operands.
Operands
Operands are things the operators work on. They are usually literal values or the
identifiers of variables. In the program above first, second, third are identifiers
and 2 is a literal value. A literal value is something which is literally there in the code.
A literal value has a type associated with it by the compiler.
Operators
Operators are the things which do the work: They specify the operation to be performed
on the operands. Most operators work on two operands, one each side. In the program
above + is the only operator.
Here are a few example expressions:
2 + 3 * 4
-1 + 3
(2 + 3) * 4
These expressions are worked out (evaluated) by C# moving from left to right, just as
you would yourself. Again, just as in traditional maths all the multiplication and
division is performed first in an expression, followed by the addition and subtraction.
C# does this by giving each operator a priority. When C# works out an expression it
looks along it for all the operators with the highest priority and does them first. It then
looks for the next ones down and so on until the final result is obtained. Note that this
means that the first expression above will therefore return 14 and not 20.
If you want to force the order in which things are worked out you can put brackets
around the things you want done first, as in the final example. You can put brackets
inside brackets if you want, provided you make sure that you have as many open ones
as close ones. Being a simple soul I tend to make things very clear by putting brackets
around everything.
It is probably not worth getting too worked up about this expression evaluation as posh
people call it; generally speaking things tend to be worked out how you would expect
them.
For completeness here is a list of all operators, what they do and their precedence
(priority). I am listing the operators with the highest priority first.
op. Use
- unary minus, the minus that C# finds in negative numbers, e.g. -1.
Unary means applying to only one item.
* multiplication, note the use of the * rather than the more
mathematically correct but confusing x.
/ division, because of the difficulty of drawing one number above
another on a screen we use this character instead
+ Addition.
- subtraction. Note that we use exactly the same character as for unary
minus.
This is not a complete list of all the operators available, but it will do for now. Because
these operators work on numbers they are often called the numeric operators. But of
course you should remember that some of them (for example +) can be used between
other types of data as well. It is also possible to use operators in a way which causes
values to be moved from one type to another. This can cause problems as we shall see
now:
In C# terms the "size" of a type is the range of values (the biggest and smallest) and the
precision (the number of decimal places). This means that if I write:
int i = 1 ;
float x = i;
This works fine because the floating point type can hold all the values supported by the
integer type. However:
float x = 1;
int i = x ;
- would cause the compiler to complain (even though at the moment the variable x only
holds an integer value). The compiler is concerned that you may be discarding
information by such an assignment and treats it as an error.
Note that this applies within a floating point values as well, for example:
double d = 1.5;
float f = d ;
- would cause an error as well, since the compiler knows that a double is wider than a
float.
Casting
We can force C# to regard a value as being of a certain type by the use of casting. A
cast takes the form of an additional instruction to the compiler to force it to regard a
value in a particular way. You cast a value by putting the type you want to see there in
brackets before it. For example:
double d = 1.5;
float f = (float) d ;
In the above code the message to the compiler is "I don't care that this assignment could
cause the loss of information. I, as the writer of the program, will take the responsibility
of making sure that the program works correctly". You can regard casting as the
compiler's way of washing its hands of the problem. If a program fails because data is
lost it is not because the compiler did something silly.
As we saw above, each type of variable has a particular range of possible values, and
the range of floating point values is much greater than that for integers. This means that
if you do things like this:
int i ;
i = (int) 123456781234567890.999 ;
I do not think of this as a - the cast is doomed to fail. The value which gets placed in i will be invalid.
failing in C#. It gives you Nowhere in C# does the language check for mistakes like this. It is up to you when
great flexibility, at the cost of you write your program to make sure that you never exceed the range of the data
assuming you know what you types you are using - the program will not notice but the user certainly will!
are doing....
A cast can also lose information in other ways:
int i ;
i = (int) 1.999 ;
The code above takes 1.999 (which would be compiled as a value of type double)
and casts it to int. This process discards the fractional part, which means that the
variable I will end up with the value 1 in it, even though the original number was much
closer to 2. You should remember that this truncation takes place whenever you cast
from a value with a fractional part (float, double, decimal) into one without.
- will be treated with the contempt they richly deserve. The C# compiler knows that it is
daft to divide the value 3.0 by the string "stupid". However, consider this:
float x ;
x = 3.4 ;
This code looks perfectly legal. However, it is not. This is because the literal value 3.4
is a double precision value when expressed as a literal, and the variable x has been
declared as a floating point. If I want to put a floating point literal value into a floating
point variable I can use casting:
float x ;
x = (float) 3.4 ;
This casts the double precision literal into a floating point value, so that the assignment
works.
To make life easier the creators of C# have added a different way we can express a
floating point literal value in a program. If you put an f after the value this is regarded
as a floating point value. This means that:
float x ;
x = 3.4f ;
You might think that these would give the same result. Not so. The compiler thinks that
the first expression, which involves only integers, should give an integer result. It
therefore would calculate this to be the integer value 0 (the fractional part is always
truncated). The second expression, because it involves a floating point value would
however be evaluated to give a double precision floating point result, the more accurate
answer of 0.5.
The way that an operator behaves depends on the context of its use. Later on we will
see that the + operator, which normally performs a numeric calculation, can be used
between strings to concatenate them together, i.e. "Ro" + "b" would give the result
"Rob".
If you want complete control over the particular kind of operator the compiler will
generate for you the program must contain explicit casts to set the correct context for
the operator.
using System;
class CastDemo {
static void Main ()
{
int i = 3, j = 2 ;
float fraction ;
fraction = (float) i / (float) j ;
Console.WriteLine ( "fraction : " + fraction ) ;
}
}
The (float) cast in the above tells the compiler to regard the values in the integer
variables as floating point ones, so that we get 1.5 printed out rather than 1.
The interesting thing about this is that it is a pattern of behaviour which can be reused
time and time again.
As an example, consider another friend of yours, who runs a chemist shop. He wants a
program that will work out the total cost of tablets that he buys, and the number of
bottles that he needs. He enters the cost of the tablets and the number he wants. The
tablets are always sold in bottles of 100.
You can very easily modify your program to do this job, the only hard part is figuring
out how many bottles that are needed for a particular number of tablets. If you just
divide the number of tablets by 100 an integer division will give you the wrong answer
(for any number of tablets less than 100 your program will tell you that 0 bottles are
needed). One way to solve this is to add 99 to the number of tablets before you
perform the division, forcing the number of bottles required to "round up" any number
of tablets greater than 0. This makes the active part of the program as follows:
int bottleCount = ((tabletCount + 99) / 100) ;
We can then put the rest of the code around this to make a finished solution:
[Remember that if you divide two integers the result is always rounded down and the
fractional part discarded. ]
The interesting thing here is that the program for the chemist is actually just a variation
on the program for the double glazing salesman. Both conform to a pattern of
behaviour (read data in, process it, print it out) which is common to many applications.
Any time that you are asked to write a program that reads in some data, works out some
answers and then prints out the result you can make use of this pattern.
Part of the skill of a programmer is identifying the nature of a problem in terms of the
best pattern to be used to solve it.
Writing a Program
The programs that we have created up until now have been very simple. They just read
data in, do something with it and then print out the result. However, we will need to
create programs which do things which are more complex that this. They may have to
make a decision based on the data which they are given. They may need to repeat things
until something is true. They may need to read in a large amount of data and then
process that in a number of different ways.
In this section we are going to consider how we can give our programs that extra level
of complexity, and look at the general business of writing programs.
Software as a story
Some people say that writing a program is a bit like writing a story. I'm not completely
convinced that this is true. I have found that some computer manuals are works of
fiction, but programs are something else. I think that while it is not a story as such, a
good program text does have some of the characteristics of good literature:
It should be easy to read. At no point should the hapless reader be forced to
backtrack or brush up on knowledge that the writer assumes is there. All the
names in the text should impart meaning and be distinct from each other.
It should have good punctuation and grammar. The various components
should be organised in a clear and consistent way.
It should look good on the page. A good program is well laid out. The
different blocks should be indented and the statements spread over the page in
a well formed manner.
It should be clear who wrote it, and when it was last changed. If you write
something good you should put your name on it. If you change what you wrote
you should add information about the changes that you made and why.
Comments
A big part of a well written program is the comments that the programmer puts there. A
program without comments is a bit like an aeroplane which has an autopilot but no
windows. There is a chance that it might take you to the right place, but it will be very
hard to tell where it is going from the inside.
Block Comments
When the C# compiler sees the "/*" sequence which means the start of a comment it
says:
Aha! Here is a piece of information for greater minds than mine to ponder. I will
ignore everything following until I see a */ which closes the comment.
As an example:
/* This program works out glass and wood required for
a double glazing salesman. */
Be generous with your comments. They help to make your program much easier to
understand. You will be very surprised to find that you quickly forget how you got your
program to work. You can also use comments to keep people informed of the particular
version of the program, when it was last modified and why, and the name of the
programmer who wrote it - if you dare!
Line Comments
Another form of comment makes use of the // sequence. This marks the start of a
comment which extends to the end of that particular line of code. It is useful for putting
a quick note on the end of a statement:
position = position + 1 ; //move on to the next customer
I've annotated the statement to give the reader extra information about what it actually
does.
This is plain insulting to the reader I reckon. If you chose sensible identifiers you should find that
your program will express most of what it does directly from the code itself.
Program Flow
Our first double glazing program is very simple, it runs straight through from the first
statement to the last, and then stops. Often you will come across situations where your
program must change what it does according to the data which is given to it. Basically
there are three types of program flow:
1. straight line
2. chosen depending on a given condition
3. repeated according to a given condition
Every program ever written is composed of the three elements above, and very little
else! You can use this to good effect when designing an overall view of how your
program is going to work. At the moment we have only considered programs which run
in a straight line and then stop. The path which a program follows is sometimes called
its "thread of execution". When you call a function the thread of execution is
transferred into the function until it is complete.
Conditional Execution - if
The program above to work out the wood and glass for our glazing man is nice, in fact
our customer will probably be quite pleased with it. However, it is not perfect. The
problem is not with the program, but with the user.
If you give the program a window width of -1 it goes ahead and works out a stupid
result. Our program does not have any checking for invalid widths and heights. The
user might have grounds for complaint if the program fails to recognise that he has
given a stupid value, in fact a number of cases are currently being fought in the United
States courts where a program has failed to recognise invalid data, produced garbage
and caused a lot of damage.
What we want to do is notice the really stupid replies and tell the user that he has done
something dubious. In our program specification, which we give the customer, we have
said something like (this is our metadata):
The program will reject window dimensions outside the following ranges:
width less than 0.5 metres
width greater than 5.0 metres
height less than 0.75 metres
height greater than 3.0 metres
This means that we have done all we can; If the program gets 1 rather than 10 for the
width then that is the users' problem, the important thing from our point of view is that
the above specification stops us from being sued!
In order to allow us to do this the program must notice naughty values and reject them.
To do this we can use the construction:
if (condition)
statement or block we do if the condition is true
else
statement or block we do if the condition is false
This is valid, although rather useless as the condition is always true, so "hello mum"
is always printed (note that we left the else portion off - this is OK because it is
optional).
numeric ones. However any expression involving them can only produce one of two
values, true or false. Relational operators available are as follows:
==
equals. If the left hand side and the right hand side are equal the expression has the
value true. If they are not equal the value is false.
4 == 5
If you want to compare - would be false - even though mathematically the test should return true.
floating point values subtract
them and see if the difference
is very small.
!=
not equal. The reverse of equals. If the operands are not equal the expression has the
value true, if they are equal it has the value false. Again, this test is not advisable
for use with floating point numbers.
<
less than. If the operand on the left is less than the one on the right the value of the
expression is true. If the left hand operand is larger than or equal to the right hand
one the expression gives false. It is quite valid to compare floating point numbers in
this way.
>
greater than. If the operand on the left is greater than the one on the right the result is
true. If the operand on the left is less than or equal to the one on the right the result is
false.
<=
less than or equal to. If the operand on the left is less than or equal to the one on the
right you get true, otherwise you get false.
>=
greater than or equal to. If the operand on the left is greater than or equal to the one on
the right you get true, otherwise it is false.
!
not. This can be used to invert a particular value or expression, for example you can say
!true, which is false, or you could say: !(x==y) - which means the same as
(x!=y). You use not when you want to invert the sense of an expression.
&&
and. If the operands each side of the && are true the result of the && is true. If one of
them is false the result is false, for example
(width > 0.5) && (width < 5.0)
- this would be true if the width was valid according to our above description.
||
or. If either of the operands each side of the || are true the result of the expression is
true. The expression is only false if both operands are false, for example:
(width <= 0.5) || (width >= 5.0)
De Morgans theorem is the - this would be true if the width was invalid. We are saying that the width is invalid if
basis of this. it is less than the minium or larger than the maximum. Note that to reverse the sense
of the condition (i.e. true when the value is invalid) we not only have to change the >
into <= in each expression, but also change the && into an ||.
Using these operators in conjunction with the if statement we can make decisions and
change what our program will do in response to the data we get.
The two statements are now a block, which is performed only if width is greater than
5.0. You can lump many hundreds of statements together in this way, the compiler
does not mind. You can also put such blocks of code inside other blocks, this is called
nesting.
The number of { and } characters must agree in your program, otherwise you will get
strange and incomprehensible errors when the compiler hits the end of the file in the
middle of a block or reaches the end of your program half way down your file!
This both more meaningful (we are using PI not some anonymous value) and makes the
program quicker to write. Anywhere you use a magic number you should use a constant
of this form, for example:
const double MAX_WIDTH 5.0 ;
This makes your programs much easier to read, and also much easier to change.
There is a convention that you always give constant variables names which are
expressed in CAPITAL LETTERS. This is so that when you read your program you
can tell which things have been defined.
We can therefore modify our double glazing program as follows:
using System;
class GlazerCalc
{
static void Main()
{
double width, height, woodLength, glassArea;
Loops
Conditional statements allow you to do something if a given condition is true. However
often you want to repeat something while a particular condition is true, or a given
number of times.
C# has three ways of doing this, depending on precisely what you are trying to do. Note
that we get three methods not because we need three but because they make life easier
when you write the program (a bit like an attachment to our chainsaw to allow it to
perform a particular task more easily). Most of the skill of programming involves
picking the right tool or attachment to do the job in hand. (the rest is finding out why
the tool didn't do what you expected it to!).
In the case of our program we want to repeatedly get numbers in until while we are
getting duff ones, i.e. giving a proper number should cause our loop to stop. This means
that if we get the number correctly first time the loop will execute just once. You might
think that I have pulled a fast one here; all I have done is change:
Get values until you see one which is OK
into
Get values while they are not OK
Part of the art of programming is changing the way that you think about the problem to
suit the way that the programming language can be told to solve it.
do -- while loop
In the case of our little C# program we use the do -- while construction which looks like
this:
do
statement or block
while (condition) ;
This allows us to repeat a chunk of code until the condition at the end becomes false.
Note that the test is performed after the statement or block, i.e. even if the test is bound
to fail the statement is performed once.
A condition in this context is exactly the same as the condition in an if statement,
raising the intriguing possibility of programs like:
using System;
class Forever {
public static void Main () {
do
Console.WriteLine ( "Hello mum" ) ;
while ( true );
}
}
This is a perfectly legal C# program. How long it will run for is an interesting question,
the answer contains elements of human psychology, energy futures and cosmology, i.e.
it will run until:
while loop
Sometimes you want to decide whether or not to repeat the loop before you perform it.
If you think about how the loop above works the test is done after the code to be
repeated has been performed once. For our program this is exactly what we want, we
need to ask for a value before we can decide whether or not it is valid. In order to be as
flexible as possible C# gives us another form of the loop construction which allows us
to do the test first:
while (condition)
statement or block
Note that C makes an attempt to reduce the number of keys you need to press to run the
program by leaving out the word do. (if you put the do in the compiler will take great
delight in giving you an error message - but you had already guessed that of course!).
for loop
Often you will want to repeat something a given number of times. The loop
constructions we have given can be used to do this quite easily:
using System;
class WhileLoopInsteadOfFor {
public static void Main () {
int i ;
i = 1 ;
while ( i < 11 ) {
Console.WriteLine ( "Hello mum" ) ;
i = i + 1 ;
}
}
}
The variable which controls This useless program prints out hello 10 times. It does this by using a variable to
things is often called the control the loop. The variable is given an initial value (1) and then tested each time
control variable, and is we go around the loop. The control variable is then increased for each pass through
usually given the name i. the statements. Eventually it will reach 11, at which point the loop terminates and
our program stops.
C# provides a construction to allow you to set up a loop of this form all in one:
for ( setup ; finish test ; update ) {
things we want to do a given
number of times
}
class ForLoop {
public static void Main () {
int i ;
for ( i = 1 ; i < 11 ; i = i + 1 ) {
Console.WriteLine ( "Hello mum" ) ;
}
}
}
The setup puts a value into the control variable which it will start with. The test is a
condition which must be true for the for -- loop to continue. The update is the statement
which is performed to update the control variable at the end of each loop. Note that the
three elements are separated by semicolons. The precise sequence of events is as
follows:
1. Put the setup value into the control variable.
2. Test to see if we have finished the loop yet and exit to the statement after
the for loop if we have.
3. Perform the statements to be repeated.
4. Perform the update.
5. Repeat from step 2.
Writing a loop in this way is quicker and simpler than using a form of while because
it keeps all the elements of the loop in one place instead of leaving them spread about
the program. This means that you are less likely forget to do something like give the
control variable an initial value, or update it.
If you are so stupid as to mess around with the value of the control variable in the loop
you can expect your program to do stupid things, i.e. if you put i back to 0 within the
loop it will run forever. And serve you right.
I call these people "the stupid people". There is rarely need for such convoluted code. When you are
writing programs the two things which you should be worrying about are "how do I prove this
works?" and "how easy is it to understand?" Complicated code does not help you do either of these
things.
Note that we are using two variables as switches, they do not hold values as such; they
are actually used to represent states within the program as it runs. This is a standard
programming trick that you will find very useful.
You can break out of any of the three kinds of loop. In every case the program
continues running at the statement after the last statement of the loop.
The continue causes the program to re-run the loop with the next value of item if it
is OK to do so. You can regard it as a move to step 2 in the list above.
or
width < MIN_WIDTH
To perform this test we use one of the logical operators described above to write a
condition which will be true if the width is invalid:
( (width < MIN_WIDTH) || (width > MAX_WIDTH) )
- note the profuse use of brackets. You must put these in.
using System;
class GlazerCalc
{
static void Main()
{
double width, height, woodLength, glassArea;
do {
do {
Operator Shorthand
So far we have looked at operators which appear in expressions and work on two
operands, e.g.
window_count = window_count + 1
In this case the operator is + and is operating on the variable window_count and the
value 1. The purpose of the above statement is to add 1 to the variable
window_count. However, it is a rather long winded way of expressing this, both in
terms of what we have to type and what the computer will actually do when it runs the
program. C# allows us to be more terse if we wish, the line:
window_count++
- would do the same thing. We can express ourselves more succinctly and the compiler
can generate more efficient code because it now knows that what we are doing is
adding one to a particular variable. The ++ is called a unary operator, because it works
on just one operand. It causes the value in that operand to be increased by one. There is
a corresponding -- operator which can be used to decrease (decrement) variables.
You can see examples of this construction in the for loop definition in the example
above.
The other shorthand which we use is when we add a particular value to a variable. We
could put :
house_cost = house_cost + window_cost
This is perfectly OK, but again is rather long winded. C# has some additional operators
which allow us to shorten this to:
house_cost += window_cost
The += operator combines addition and the assignment, so that the value in
house_cost is increased by window_cost. Some other shorthand operators are:
There are other combination operators; I will leave you to find them!
This is perfectly legal (and perhaps even sensible) C#. It has the effect of setting both i
and j to 0. An assignment statement always returns the value which is being assigned
(i.e. the bit on the right of the gozzinta). This value can then be used as a value or
operand. If you do this you are advised to put brackets around the statement which is
being used as a value, this makes the whole thing much clearer for both you and the
compiler!
When you consider operators like ++ there is possible ambiguity, in that you do not
know if you get the value before or after the increment. C# provides a way of getting
either value, depending on which effect you want. You determine whether you want to
see the value before or after the sum by the position of the ++ :
- would make j equal to 3. The other special operators, += etc all return the value after
the operator has been performed.
- does not mean that you should. Nowadays when I am writing a program my first consideration is
whether or not the program is easy to understand. I don't think that the statement above is very
easy to follow – so irrespective of how much more efficient it is, I still don't do it.
Neater Printing
Note that the way that a If you have run any of the above programs you will by now have discovered that the
number is printed does not way in which numbers are printed leaves much to be desired. Integers seem to come
affect how it is stored in the out OK, but floating point numbers seem to have a mind of their own. To get around
program, it just tells the this C# provides a slightly different way in which numbers can be printed. This
printing method how it is provides more flexibility, and is also somewhat easier to use if you are printing a
supposed to be printed. large number of values.
The {n} part of the string says "parameter number n, counting from 0". In the second
write statement I have swapped the order of the numbers, but since I've swapped the
order of the parameters too the output is the same.
Of course if I do something mad, for example {99}, the WriteLine method will
fail with an error.
The 0 characters stand for one or more digits. When placed after a decimal point they
can be used to control the number of decimal places which are used to express a value.
Note that doing this means that if the number is an integer it is printed out as 12.00.
int i = 150 ;
double f = 1234.56789 ;
Console.WriteLine ( "i: {0:0000} f: {1:00000.00}", i, f );
Note that if I do this I get leading zeroes printed out, which is useful if you are printing
things like cheques.
I have used the # character to get my thousands printed out with commas:
i: 150 f: 1,234.57
Note that the formatter only uses the # characters and commas that it needs. The value
150 does not have a thousands digit so it and the comma are left out. Note also though
that I have included a 0 as the smallest digit. This is so that when I print the value 0 I
actually get a value printed, otherwise when I print zero I get absolutely nothing on the
page.
Printing in columns
Finally I can add a width value to the print layout information. This is very useful if you
want to print material in columns:
int i = 150 ;
double f = 1234.56789 ;
Console.WriteLine ( "i: {0,10:0} f: {1,15:0.00}", i, f ) ;
Console.WriteLine ( "i: {0,10:0} f: {1,15:0.00}", 0, 0 ) ;
The integer value is printed in a column 10 characters wide, and the double is printed in
a 15 character wide column. At the moment the output is right justified, if I want the
numbers left justified I make the width negative:
int i = 150 ;
double f = 1234.56789 ;
Console.WriteLine ( "i: {0,-10:0} f: {1,-15:0.00}",i, f ) ;
Console.WriteLine ( "i: {0,-10:0} f: {1,-15:0.00}",0, 0 ) ;
Note that this justification would work even if you were printing a string rather than a
number, so if you want to print columns of words you can use this technique to do it.
There are other ways in which you can control the printing process, for example you
can select the number base for the value to be printed. I will leave you to find out these!
Note also that you can specify the print width of any item, even a piece of text, which
makes printing in columns very easy.
Methods
We have already come across the methods Main, WriteLine and ReadLine.
Main is the method we write which is where our program starts. WriteLine and
ReadLine were provided by the creators of C# to give us a way of displaying text and
reading information from the user.
This is what methods are all about. Your programs will contain methods that you create
to solve parts of the problem and they will also use methods that have been provided by
other people. In this section we are going to consider why methods are useful and how
you can create your own.
Methods So Far
In the glazing program above we spend a lot of time checking the values of inputs and
making sure that they are in certain ranges. We have exactly the same piece of code to
check widths and heights. If we added a third thing to read, for example frame
thickness, we would have to copy the code a third time. This is not very efficient; it
makes the program bigger and harder to write. What we would like to do is write the
checking code once and then use it at each point in the program. To do this you need to
define a method to do the work for you.
In the main method I make two calls of doit. Each time I call the method the code in
the block which is the body of the method is executed. In this case it contains a single
statement which prints "Hello" on the console. The result of running the above
program would be:
Hello
Hello
So, we can use methods to save us from writing the same code twice. We simply put the
code inside a method body and then call it when we need it.
Parameters
At this point methods are useful because they let us use the same block of statements at
many points in the program. However, they become more useful if we allow them to
have parameters.
A parameter is a means of passing a value into a method call. The method is given the
data to work on. As an example, consider the code below:
using System ;
class MethodDemo {
static void silly ( int i) {
Console.WriteLine ( "i is : " + i ) ;
}
public static void Main () {
silly ( 101 ) ;
silly ( 500 ) ;
}
}
The method silly has a single integer parameter. Within the block of code which is
the body of this method we can use the parameter i as if it was an integer variable.
When the method starts the value supplied for the parameter is copied into it. This
means that when the program runs we get output like this:
i is : 101
i is : 500
Return values
A method can also return a value:
using System ;
class ReturnDemo {
The method sillyReturnPlus takes the value of the parameter and returns it plus
one.
A Useful Method
If we put these two abilities together we can start to write genuinely useful methods:
class MethodDemo {
The readValue method is told the prompt to use and the lowest and the highest
allowed values. It can then be used to read values and make sure that they are in range.
We can use this method to read the ages of people as in the example above. However,
we can also use exactly the same method to read in the width and height of our
windows:
double windowWidth = readValue (
"Enter width of window: ", MIN_WIDTH, MAX_WIDTH) ;
2. If a fault is found in the code you only have to fix it in one place.
Moving code around and creating methods is called refactoring. This will be an important part of the
Software Engineering we do later.
Method Limitations
The method is very good for getting work done, but it is a bit limited because of the
way that it works. For example, if I want to write a method which reads in the name and
age of a person I have a problem. From what we have seen of methods, they can only
return one value. So I could write a method which returns the name of a person, or
write on which returns an age. But not both values at the same time. This limitation is
because, unless you specify otherwise, only the value of a parameter is passed into a
call to a method.
The method addOneToParam adds one to the parameter, prints the result out and
then returns:
int test = 20 ;
addOneToParam(test);
Console.WriteLine ( "test is : " + test ) ;
The piece of C# above calls the method with the variable test as the parameter. When
it runs it prints out the following:
i is : 21
test is : 20
It is very important that you understand what is happening here. The value of test is
being used in the call of addOneToParam. The program works out the result of the
expression to be passed into the method call as a parameter. It then passes this value
into the call. This means that you can write calls like:
test = 20 ;
addOneToParam(test + 99);
Pass by value is very safe, because nothing the method does will affect variables in the
code which calls it. However, it is a limitation when we want to create a method which
returns more than one value.
Note that the keyword ref has been added to the information about the parameter.
test = 20 ;
addOneToRefParam(ref test);
Console.WriteLine ( "test is : " + test ) ;
The code above makes a call to the new method, and also has the word ref in front of
the parameter. In this case the output is as follows:
i is : 21
test is : 21
In this case the method call has made changes to the content of the variable. Note that
C# is careful about when a parameter is a reference. You have to put the word ref in
the method heading and also in the call of the method.
The method readPerson reads the name and the age of a person. Note that it uses
two more methods that I have created, readString and readInt.
I can call readPerson as follows:
string name ;
int age ;
readPerson ( out name, out age ) ;
Note that I must use the out keyword in the call of the method as well.
The readPerson method will read the person and deliver the information into the
two variables.
Method Libraries
The first thing that a good programmer will do when they start writing code is to create
a set of libraries which can be used to make their job easier. In the code above I have
written a couple of library methods which I can use to read values of different types:
static string readString ( string prompt )
{
string result ;
do
{
Console.Write ( prompt ) ;
result = Console.ReadLine ();
} while ( result == "" ) ;
return result ;
}
do
{ string intString = readString (prompt) ;
result = int.Parse(intString);
} while ( ( result < low ) || ( result > high ) );
return result;
}
The readString method will read text and make sure that the user does not enter
empty text. The readInt method reads a number within a particular range. Note how
I have rather cleverly used my readString method in my readInt one, so that the
user can't enter an empty string when a number is required.
If the method deals with the error itself this may lead to problems because the user may have no
way of canceling a command. If the method passes the error on to the code which called it you have
to have a method by which an error condition can be delivered to the caller. I often solve this
problem by having my methods return a code value. If the return value is 0 this means that the
method returned correctly. If the return value is non-zero this means that the method did not work
and the value being returned is an error which identifies what went wrong. This adds another
dimension to program design, in that you also have to consider how the code that you write can fail,
as well as making sure that it does the required job! We are going to discuss error management
later
Nested Blocks
We have seen that in C# the programmer can create blocks inside blocks. Each of these
nested blocks can have its own set of local variables:
{
int i ;
{
int j ;
}
}
The variable j has the scope of the inner block. This means that only statements in the
inner block which are after the declaration can use this variable. In other words the
code:
{
int i ;
{
int j ;
}
j = 99 ;
}
- would cause an error, as the variable j does not exist at this point in the program.
In order to keep you from confusing yourself by creating two versions of a variable
with the same name C# has an additional rule about the variables in the inner blocks:
{
int i ;
{
int i ;
}
}
This is not a valid program because C# does not let a variable in an inner block have
the same name as one in an outer block. This is because inside the inner block there is
the possibility that you may use the "inner" version of i when you intend to use the
outer one. In order to remove this possibility the compiler refuses to allow this. Note
that this is in contrast to the situation in other languages, for example C++, where this
behaviour is allowed.
If is however perfectly acceptable to reuse a variable name in successive blocks
because in this situation there is no way that one variable can be confused with another.
{
int i ;
}
{
int i ;
{
int j ;
}
}
The first incarnation of i has been destroyed before the second, so this code is OK.
The variable i is declared and initialized at the start of the for loop and only exists for
the duration of the block itself.
Arrays
We now know how to create programs that can read values in, calculate results and
print them. Our programs can also make decisions based on the values supplied by the
user and also repeat actions a given number of times.
It turns out that you now know about nearly all the language features that are required
to implement every program that has ever been written. Only one thing is missing, and
that is the ability to create programs which store large amounts of data. Arrays are one
way to do this, and we are going to find out about them next.
Now you can start putting the data into each variable:
All we have to do next is sort them..... Hmmmm..... This is awful! There seems to be no
way of doing it. Just deciding whether score1 is the largest value would take an if
construction with 10 comparisons! Clearly there has to be a better way of doing this,
after all, we know that computers are very good at sorting this kind of thing.
C# provides us with a thing called an array. An array allows us to declare a whole row
of a particular kind of box. We can then use things called subscripts to indicate which
box in the row that we want to use. Consider the following:
using System;
class ArrayDemo {
public static void Main ()
{
int [] scores = new int [11] ;
for ( int i=0; i<11; i=i+1) {
string scoreString = Console.ReadLine();
scores [i] = int.Parse(scoreString);
}
}
}
The int [] scores part tells the compiler that we want to create an array variable.
You can think of this as a tag which can be made to refer to a given array.
The bit which makes the array itself is the new int [11]. When C# sees this it says
"aha! What we need here is an array". It then gets some pieces of wood and makes a
long thin box with 11 compartments in it, each large enough to hold a single integer. It
then paints the whole box red - because boxes which can hold integers are red. It then
gets a piece of rope and ties the tag scores to this box. If you follow the rope from the
scores tag you reach the array box. Actually, it probably doesn't use wood or rope, but
you should get a picture of what is going on here.
Array Elements
Each compartment in the box is called an element. In the program you identify which
element you mean by putting its number in square brackets [ ] after the array name.
This part is called the subscript. Note that the thing which makes arrays so wonderful is
the fact that you can specify an element by using a variable, as well as a constant. In
fact you can use any expression which returns an integer result as a subscript, i.e.
scores [i+1]
- is quite OK. (as long as you don't fall off the end of the array)
Large Arrays
The real power of arrays comes from our being able to use a variable to specify the
required element. By running the variable through a range of values we can then scan
through an array with a very small program; indeed to change the program to read in
1000 scores we only have to make a couple of changes:
using System;
class ArrayDemo {
public static void Main ()
{
int [] scores = new int [1000] ;
for ( int i=0; i<1000; i=i+1) {
string scoreString = Console.ReadLine();
scores [i] = int.Parse(scoreString);
}
}
}
The variable i now ranges from 0 to 999, vastly increasing the amount of data we are
storing.
The variable SCORE_SIZE is an integer which has been marked with const. This
means that it cannot be changed by statements within the program. It will never have a
value other than 1000. There is a convention that constants of this kind are given in
LARGE LETTERS with an underscore between words.
Everywhere I previously used a fixed value to represent the size of the array I now use
my constant instead. This means that if the size of the team changes I just have to
change the value assigned when the constant is declared and then re-compile the
program. The other benefit of this is that the for loop now looks a lot more
meaningful. Since the value of i is now going from 0 to SCORE_SIZE it is more
obvious to the reader that it is working through the score array.
This looks very like our one dimensional array, but there are some important
differences. The [,] now has a comma. The presence of a comma implies something
each side of it. This means that the array now has two dimensions, rather than just one.
So when we give the size of the board we must supply two dimensions rather than just
one. Then, when we want to specify an element we have to give two subscript values. In
the code above I've set the value in the middle square (the best one) to 1.
In the example above the array is square (i.e. the same dimension across as up). We can
change this if we like:
int [,] board = new int [3,10];
- but this would make it rather hard to play a sensible game on...
You can think of a two dimensional array as a grid if you like. The subscripts become x
and y values which indicate a particular value in the grid.
This code creates a three dimensional board and then gets the highly valuable location
right in the middle of the game cube.
You can go to more than three dimensions if you like, in that C# does not have a
problem with this. However, you might have big problems because this is very hard to
understand and visualise.
Switching
We now know nearly everything you need to know about constructing a program in the
C# language. You may find it rather surprising, but there is really very little left to
know about programming itself. Most of the rest of C is concerned with making the
business of programming simpler. A good example of this is the switch construction.
1 = casement
2 = standard
3 = patio door
Your program can then calculate the cost of the appropriate window by selecting type
and giving the size. Each method asks the relevant questions and works out the price of
that kind of item.
When you come to write the program you will probably end up with
something like:
static void handleCasement ()
{
Console.WriteLine("Handle Casement");
}
These methods are the ones which will eventually deal with each type of window. At
the moment they just print out that they have been called. Later you will go on and fill
the code in (this is actually quite a good way to construct your programs).
if ( selection == 1 )
{
handleCasement();
}
else
{
if ( selection == 2 )
{
handleStandard();
}
else
{
if ( selection == 3 )
{
handlePatio() ;
}
else
{
Console.WriteLine ( "Invalid number" );
}
}
}
This would work OK, but is rather clumsy. You have to write a large number of if
constructions to activate each option.
The switch construction takes a value which it uses to decide which option to
perform. It executes the case which matches the value of the switch variable. Of
course this means that the type of the cases that you use must match the switch selection
value although, in true C# tradition, the compiler will give you an error if you make a
mistake. The break statement after the call of the relevant method is to stop the
program running on and performing the code which follows. In the same way as you
break out of a loop, when the break is reached the switch is finished and the
program continues running at the statement after the switch.
Another other useful feature is the default option. This gives the switch somewhere
to go if the switch value doesn't match any of the cases available; in our case (sorry!)
we put out an appropriate message.
You can use the switch construction with types other than numbers if you wish:
switch (command)
{
case "casement" : handleCasement ();
break ;
case "standard" : handleStandard () ;
break ;
case "patio" : handlePatio () ;
break ;
default :
Console.WriteLine ( "Invalid command" ) ;
break ;
}
This switch uses a string to control the selection of the cases. However, your users
would not thank you for doing this, since it means that they have to type in the complete
name of the option, and of course if they type a character wrong the command is not
recognised.
Bank Notes
At the end of some sections there will be a description of how this new piece of C# will
affect how we create our bank system. These notes should put the feature into a useful
context.
Enumerated Types
These sound really posh. If anyone asks you what you learnt today you can say "I learnt
how to use enumerated types" and they will be really impressed. Of course if they know
about programming they'll just say "Oh, you mean you’ve numbered some states" and
not be that taken with it.
Sample states
Enumerated types are very useful when storing state information. States are not quite
the same as other items such as the name of a customer or the balance of their account.
For example, if I am writing a program to play the game Battleships (where squares of
the "sea" hold different types of craft which can be attacked) I may decide that a given
square of the sea can have the following thing in it:
Empty sea
Attacked
Battleship
Cruiser
Submarine
Rowing boat
If you think about it, I am sort of assembling more metadata here, in that I have decided
that I need to keep track of the sea and then I have worked out exactly what I can put in
it. I could do something with numbers if I like:
Empty sea = 1
Attacked = 2
Battleship = 3
Cruiser = 4
Submarine = 5
Rowing boat = 6
However, this would mean that I have to keep track of the values myself and remember
that if we get the value 7 in a sea location this is clearly wrong.
C# has a way in which we can create a type which has just a particular set of possible
values. These types are called "enumerated types":
enum SeaState {
EmptySea,
Attacked,
Battleship,
Cruiser,
Submarine,
RowingBoat
} ;
I have created a type called SeaState which can be used to hold the state of a
particular part of the sea. It can only have the given values above, and must be managed
solely in terms of these named enumerations. For example I must write:
SeaState openSea ;
openSea = SeaState.EmptySea;
My variable openSea is only able to hold values which represent the state of the sea
contents. Of course C# itself will actually represent these states as particular numeric
values, but how these are managed is not a problem for me.
class EnumDemonstration {
enum TrafficLight {
Red,
RedAmber,
Green,
Amber
} ;
Every time that you have to hold something which can take a limited number of
possible values, or states (for example OnSale, UnderOffer, Sold,
OffTheMarket etc) then you should think in terms of using enumerated types to hold
the values.
For the bank you want to hold the state of an item as well as other information about the
customer. For example, we could have the states "Frozen", "New", "Active", "Closed"
and "Under Audit" as states for our bank account. If this is the case it is sensible to
create an enumerated type which can hold these values and no others
enum accountState {
New,
Active,
UnderAudit,
Frozen,
Closed
} ;
We now have a variable which can hold state information about an account in our bank.
Structures
Structures let us organise a set of individual values into a cohesive lump which we can
map onto one of the items in the problem that we are working on. This is important in
many applications.
What is a Structure?
Often when you are dealing with information you will want to hold a collection of
different things about a particular item. The Friendly Bank has commissioned an
account storage system and you can use structures to make this easier. Like any good
programmer who has been on my course you would start by doing the following:
1. Establish precisely the specification, i.e. get in written form exactly what
they expect your system to do.
2. Negotiate an extortionate fee.
3. Consider how you will go about storing the data.
A sample structure
From your specification you know that the program must hold the following:
customer name - string
customer address - string
account number - integer value
account balance - integer value
overdraft limit - integer value
The Friendly Bank have told you that they will only be putting up to 50 people into
your bank storage so, after a while you come up with the following:
const int MAX_CUST = 50;
What we have is an array for each single piece of data we want to store about a
particular customer. If we were talking about a database (which is actually what we are
writing), the lump of data for each customer would be called a record and an individual
part of that lump, for example the overdraft value, would be called a field. In our
program we are working on the basis that balance[0] holds the balance of the first
customer in our database, overdraft [0] holds the overdraft of the first customer,
and so on. (Remember that array subscript values start at 0).
This is all very well, and you could get a database system working with this data
structure. However it would me much nicer to be able to lump your record together in a
more definite way.
Creating a Structure
C# lets you create data structures. A structure is a collection of C# variables which you
want to treat as a single entity. In C# a lump of data would be called a structure and
each part of it would be called a field. To help us with our bank database we could
create a structure which could hold all the information about a customer:
struct Account
{
public string Name ;
public string Address ;
public int AccountNumber ;
public int Balance ;
public int Overdraft ;
} ;
This defines a structure, called Account, which contains all the required customer
information. Having done this we can now define some variables:
Account RobsAccount ;
Account [] Bank = new Account [MAX_CUST];
The first declaration sets up a variable called RobsAccount, which can hold the
information for a single customer. The second declaration sets up an entire array of
customers, called Bank which can hold all the customers.
We refer to individual members of a structure by putting their name after the struct
variable we are using with a . (full stop) separating them, for example:
RobsAccount.AccountNumber
- would be the string containing the name of the customer in the element with subscript
25.
Using a Structure
A program which creates and sets up a structure looks like this:
using System;
class BankProgram {
// structure
struct Account
{
public string Name ;
public string Address ;
public int AccountNumber ;
public int Balance ;
public int Overdraft ;
} ;
// program
public static void Main () {
Account RobsAccount ;
RobsAccount.Name = "Rob Miles";
RobsAccount.Address = "His house";
RobsAccount.AccountNumber = 1234;
RobsAccount.Balance = 0;
RobsAccount.Overdraft = -1000;
Console.WriteLine ( "Name is : " + RobsAccount.Name ) ;
Console.WriteLine ( "Balance is : " + RobsAccount.Balance ) ;
}
}
Note how the structure is declared outside the Main method. This is so that it can be
used by any methods in the class. Note also that once I have created my structure I can
use it in the same way that I would use something like int or float.
This program doesn’t create an array of structures, but it does show you how to access
the various fields in a single structure variable.
- would produce a compilation error. It is your job as programmer to make sure that
you always put a value into a variable before you try to get something out of it.
enum accountState {
New,
Active
UnderAudit,
Frozen,
Closed
} ;
struct Account
{
public accountState state ;
public string Name ;
public string Address ;
public int AccountNumber ;
public int Balance ;
public int Overdraft ;
} ;
struct AccountStruct
{
public string Name ;
} ;
This implements a very simple bank account, where we are only holding the name of
the account holder. The Main method creates a structure variable called
RobsAccountStruct.
RobsAccountStruct
Name: Rob
It then sets the name property of the variable to the string "Rob". If we run this program
it does exactly what you would expect, in that it prints out the name "Rob". If the
structure contained other items about the bank account these would be stored in the
structure as well, and I could use them in just the same way.
class Account
{
public string Name ;
} ;
The account information is now being held in a class, rather than a structure. The
account class is called, quite simply, Acount. The problem is that when we compile
the program we get this:
This looks like a declaration of a variable called RobsAccount. But in the case of
objects, this is not what it seems.
RobsAccount
What you actually get when the program obeys that line is the creation of a reference
called RobsAccount. Such references are allowed to refer to instances of the
Account. You can think of them as a bit like a luggage tag, in that they can be tied to
something with a piece of rope. If you have the tag you can then follow the rope to the
object it is tied to.
But when we create a reference we don't actually get one of the things that it refers to.
The compiler knows this, and so it gives me an error because the line:
RobsAccount.Name = "Rob";
- is an attempt to find the thing that is tied to this tag and set the name property to
"Rob". Since the tag is presently not tied to anything our program would fail at this
point. The compiler therefore says, in effect, "you are trying to follow a reference
which does not refer to anything, therefore I am going to give you a 'variable undefined'
error".
We solve the problem by creating an instance of the class and then connecting our tag
to it. This is achieved by adding a line to our program:
class StructsAndObjects {
class Account
{
public string Name ;
} ;
The line I have added creates a new AccountClass object and sets RobsAccount
to refer to it.
Account
RobsAccount
Name:
We have seen this keyword new before. We use it to create arrays. This is because an
array is actually implemented as an object, and so we use new to create it. The thing
that new creates is an object. An object is an instance of a class. I'll repeat that in a posh
font:
References
We now have to get used to the idea that if we want to use objects, we have to use
references. The two come hand in hand and are inseparable. Structures are kind of
useful, but for real object oriented satisfaction you have to have an object, and that
means that we must manage our access to a particular object by making use of
references to it. Actually this is not that painful in reality, in that you can treat a
reference as if it really was the object just about all of the time, but you must remember
that when you hold a reference you do not hold an instance, you hold a tag which is tied
onto an instance…
The question is; what would the second call of WriteLine print out? If we draw a
diagram the answer becomes clearer:
Account
RobsAccount
Name: Jim
Temp
Both of the tags refer to the same instance of Account. This means that any changes
which are made to the object that Temp refers to will also be reflected in the one that
RobsAccount refers to, because they are the same object. This means that the
program would print out Jim, since that is the name in the object that RobsAccount
is referring to.
This indicates a trickiness with objects and references. There is no limit to the number
of references that can be attached to a single instance, so you need to remember that
changing the object that a reference refers to may well change that instance from the
point of view of other objects.
No References to an Instance
Just to complete the confusion we need to consider what happens if an object has no
references to it:
Account RobsAccount ;
RobsAccount = new Account();
RobsAccount.Name = "Rob";
Console.WriteLine (RobsAccount.Name );
RobsAccount = new Account();
RobsAccount.Name = "Jim";
Console.WriteLine (RobsAccount.Name );
This code makes an account instance, sets the name property of it to Rob and then
makes another account instance. The reference RobsAccount is made to refer to the
new item, which has the name set to Jim. The question is: What happens to the first
instance? Again, this can be made clearer with a diagram:
Account
RobsAccount
Name: Rob
Account
Name: Jim
The first instance is shown “hanging” in space, with nothing referring to it. As far as
making use of data in the instance is concerned, it might as well not be there. Indeed the
C# language implementation has a special process, called the “Garbage Collector”
which is given the job of finding such useless items and disposing of them. Note that
the compiler will not stop us from “letting go” of items like this.
You should also remember that you can get a similar effect when a reference to an
instance goes out of scope:
{
Account localVar ;
localVar = new Account();
}
The variable localVar is local to the block. This means that when the program
execution leaves the block the local variable is discarded. This means that the only
reference to the account is also removed, meaning another job for the garbage
collector..
If we just sort the references we don’t have to move the large data items at all. New
objects can be added without having to move any objects, instead the references can be
moved around.
Reference Importance
The key to this way of working is that an object can contain references to other objects,
as well as the data payload. We will consider this aspect of object use later; for now we
just need to remember that the reference and the object are distinct and separate.
This means that the only way to manipulate them is to leave them in the same place and
have lists of references to them. The references are very small "tags" which can be used
to locate the actual item in memory. Sorting a list of references is very easy, and it
would also be possible to have several such lists. This means that we can offer the
manager a view of his bank sorted by customer name and another view sorted in order
of balance. And if the manager comes along with a need for a new structure or view we
can create that in terms of references as well.
Data in Objects
So, we can consider our bank account in terms of what we want it to do for us. The first
thing is to identify all the data items that we want to store in it. For the sake of
simplicity, for now I’m just going to consider how I keep track of the balance of the
accounts. This will let me describe all the techniques that are required without getting
bogged down too much.
class Account
{
public decimal Balance;
} ;
The Account class above holds the member that we need to store about the balance of
our bank accounts. Members of a class which hold a value which describes some data
which the class is holding are often called properties. I’ve used the decimal type for the
account balance, since this is specially designed to hold financial values.
We have seen that each of the data items in a class is a member of it and stored as part
of it. Each time I create an instance of the class I get all the members as well. We have
already seen that it is very easy to create an instance of a class and set the value of a
member:
Account RobsAccount ;
RobsAccount = new Account();
RobsAccount.Balance = 99;
The reason that this works is that the members of the object are all public and this
means that anybody has direct access to them. This means that any programmer writing
the application can do things like:
RobsAccount.Balance = 0;
- and take away all my money. If we are going to provide a way of stopping this from
happening we need to protect the data inside our objects.
class Account
{
private decimal balance;
} ;
The property is no longer marked as public. Instead it is now private. This means
that the outside world no longer has direct access to it. If I write the code:
RobsAccount.balance = 0;
The balance value is now held inside the object and is not visible to the outside world.
} ;
class Bank {
This creates an account and then tries to draw five pounds out of it. This will of course
fail, since the initial balance on my account is zero, but it shows how I go about
providing access to members in an account. The method WithdrawFunds is a
member of the Account class and can therefore access private members of the class.
public Methods
You may have noticed that I made the WithdrawFunds method public. This
means that code running outside the class can make calls to that method. This has got to
be the case, since we want people to interact with our objects by calling methods in
them. In general the rules are:
if it is a data member (i.e. it holds data) of the class, make it private
if it is a method member (i.e. it does something) make it public
Of course, the rules can be broken on special occasions. If you don’t care about
possible corruption of the member and you want your program to run as quickly as
possible you can make a data member public. If you want to write a method which is
only used inside a class and performs some special, secret, task you can make it
private.
The bank account class that I have created above is quite well behaved. I have created
three methods which I can use to interact with an account object. I can pay money in,
find out how much is there and withdraw cash, for example:
Account test = new Account();
test.PayInFunds(50);
At the end of this set of statements the test account should have 50 pounds in it. If it
does not my program is faulty. The method GetBalance is called an accessor since it
allows access to data in my business object. I could write a little bit of code to test these
methods:
Account test = new Account();
test.PayInFunds(50);
if ( test.GetBalance() != 50 ) {
Console.WriteLine ( "Pay In test failed" );
}
My program now tests itself, in that it does something and then makes sure that the
effect of that action is correct. Of course I must still read the output from all the tests,
which is tedious. Later in the course we will consider the use of unit tests which make
this much easier.
Firstly you don't do the testing at the end of the project. This is usually the worst time to test,
since you might be using code that you wrote some time back. If the bugs are in an old piece of code
you have to go through the effort of remembering how it works. Far better to test the code as you
write it, when you have the best possible understanding of what it is supposed to do.
The second good reason for using a test driven approach is that it lets you write code early in the
project which will probably be useful later on. Many projects are doomed because people start
writing code before they have a proper understanding of the problem. Writing the tests first is
actually a really good way of refining your understanding. And there is a good chance that the tests
that you write will be useful at some point too.
The final reason for using tests is that when I fix bugs in my program I need to be able to convince
myself that the fixes I have applied have not broken some other part (about the most common way
of introducing new faults into a program is to mend a bug). If I have a set of automatic tests that I
can run after every bug fix I have a way of stopping this from happening.
Static Items
At the moment all the members that we have created in our class have been part of an
instance of the class. This means that whenever we create an instance of the Account
class we get a balance member. However, we can also create members which are
held as part of the class, i.e. they exist outside of any particular instance.
class AccountTest {
public static void Main () {
Account test = new Account();
test.PayInFunds (50);
Console.WriteLine ("Balance:" + test.GetBalance());
}
}
The AccountTest class has a static member method called Main. We know that
this is the method which is called to run the program. It is part of the class
AccountTest. If I made fifty AccountTest instances, they would all share the
same Main method. In terms of C# the keyword static flags a member as being part
of the class, not part of an instance of the class. I will write that down again in a posh
font, for it is important:
Now I can create accounts and set balances and interest rates on them. (of course if I
was doing this properly I'd make this stuff private and provide methods etc, but I'm
keeping things simple just now).
Account RobsAccount = new Account();
RobsAccount.Balance = 100;
RobsAccount.InterestRateChanged = 10;
The snag is; I've been told that the interest rate is held for all the accounts. If the
interest rate changes it must change for all accounts. This means that to implement the
change I'd have to go through all the accounts and update the rate. This would be
tedious, and if I missed one account, possibly expensive.
I solve the problem by making the interest rate member static:
The interest rate is now part of the class, not part of any instance. This means that I
have to change the way that I get hold of it:
Account RobsAccount = new Account();
RobsAccount.Balance = 100;
Account.InterestRateChanged = 10;
Since it is a member of the class I now have to use the class name to get hold of it
instead of the name of the instance reference.
But of course, as Spiderman's uncle said, "With great power comes great responsibility". You should
be careful about how you provide access to static data items. A change to a single static value will
affect your entire system. So they should always be made private and updated by means of method
calls.
This checks the age and income; you must be over 17 and have at least 1000 pounds
income to be allowed an account. The snag is that, at the moment, we can't call the
method until we have an Account instance. We can solve this by making the method
static:
public static bool Allowed ( decimal income, int age ) {
if ( ( income >= 10000 ) && ( age >= 18 ) ) {
return true;
}
else {
return false;
}
}
Now the method is part of the class, not an instance of the class. I can now call the
method by using the class name:
if ( Account.Allowed ( 25000, 21 ) ) {
Console.WriteLine ( "Allowed Account");
}
This is nice because I have not had to make an instance of the account to find out if one
is allowed..
This is a better design, in that I now have members of the class which set out the upper
limits of the age and income. However it is a bad program, since the class above will
not compile:
AccountManagement.cs(19,21): error CS0120: An object
reference is required for the nonstatic field, method, or
property 'Account.minIncome'
As usual, the compiler is telling us exactly what is wrong; using language which makes
our heads spin. What the compiler really means is that "a static method is using a
member of the class which is not static".
If that doesn’t help, how about this: The members minIncome and minAge are held
within instances of the Account class. However, a static method can run without an
instance (since it is part of the class). The compiler is unhappy because in this situation
the method would not have any members to play with. We can fix this (and get our
program completely correct) by making the income and age limits static as well:
If you think about it, this makes perfect sense. The limit values should not be held as
members of a class, since we want them to be the same for all instances of the class,
therefore, making them static is what we should have done in the first place.
If you look closely at what is happening you might decide that what is happening looks
quite a bit like a method call.
This is actually exactly what is happening. When an instance of a class is created the
C# system makes a call to a constructor method in that class. The constructor method is
a member of the class and it is there to let the programmer get control and set up the
contents of the shiny new object. One of the rules of the C# game is that every single
class must have a constructor method to be called when a new instance is created.
“But wait a minute”, you say, “We’ve been making objects for a while and I’ve never
had to provide a constructor method”. This is because the C# compiler is, for a change,
being friendly here. Rather than shout at you for not providing a constructor method,
the compiler instead quietly creates a default one for you and uses that.
You might think this is strange, in that normally the compiler loses no time in telling
you off when you don’t do something, but in this case it is simply solving the problem
without telling you. There are two ways to look at this:
nice compiler: the compiler is trying to make life easier for you
evil compiler: the compiler knows that if it does this automatically now you
will suffer more later when you try to understand why you don’t need to add
one
How you regard the action of the compiler is up to you.
public Account () {
}
}
This is what the default constructor looks like. It is public so that it can be accessed
from external classes who might want to make instances of the class. It accepts no
parameters. If I create my own constructor the compiler assumes that I know what I’m
doing and stops providing the default one. This can cause problems, which we will
discuss later.
public Account () {
Console.WriteLine ( "We just made an account" );
}
}
This constructor is not very constructive (ho ho) but it does let us know when it has
been called. This means that when my program executes the line:
robsAccount = new Account();
Note that this is not very sensible, in that it will result in a lot of printing out which the
user of the program might not appreciate, but it does show how the process works.
This could create a new account and set the name property to Rob Miles, the address
to Hull and the initial balance to zero. It turns out that I can do this very easily, all I
have to do is make the constructor method to accept these parameters and use them to
set up the members of the class:
class Account {
// private member data
private string name;
private string address;
private decimal balance;
// constructor
public Account (string inName, string inAddress,
decimal inBalance) {
name = inName;
address = inAddress;
balance = inBalance;
}
}
The constructor takes the values supplied in the parameters and uses them to set up the
members of the Account instance that is being created. In this respect it behaves
exactly as any other method call.
Note that adding a constructor like this has one very powerful ramification:
You must use the new constructor to make an instance of a class, i.e. the only way I can
now make an Account object is by supplying a name, address and starting balance. If
I try to do this:
robsAccount = new Account();
- the compiler will stop being nice to me and produce the error:
AccountTest.cs(9,27): error CS1501: No overload for method
'Account' takes '0' arguments
What the compiler is telling me is that there is no constructor in the class which does
not have any parameters. In other words, the compiler only provides a default
constructor if the programmer doesn't provide a constructor.
This can cause confusion if we have made use of the default constructor in our program
and we then add one of our own. The default constructor is no longer supplied by the
compiler and our program now fails to compile correctly. In that situation you have to
either find all the calls to the default one and update them, or create a default
constructor of your own for these calls to use. Of course you don't have to do this
because your design of the program was so good that you never have this problem. Just
like me, hem hem.
Overloading Constructors
Overload is an interesting word. In the context of the "Star Trek" science fiction series
it is what they did to the warp engines in every other episode. In the context of a C#
program it means:
"A method has the same name as another, but has a different set of parameters"
The compiler is quite happy for you to overload methods, because it can tell from the
parameters given at the call of the method which one to use. In the context of the
constructor of a class, what this means is that you can provide several different ways of
constructing an instance of a class. For example, many (but not all) of your accounts
will be created with a balance value of zero, i.e. nothing in the account. This means that
we would like to be able to write
robsAccount = new Account("Rob Miles","Hull");
I've missed off the balance value, since I want to use the "default" one of zero. If your
code does this the compiler simply looks for a constructor method which has two
strings as parameters, and nothing else. Something a bit like this:
public Account (string inName, string inAddress){
name = inName;
address = inAddress;
balance = 0;
}
A call of:
SetDate (23, 7, 2005 );
- would be matched up with the method which accepts three integer parameters and that
code would be executed.
Constructor Management
If the Account class is going to have lots of constructor methods this can get very
confusing for the programmer:
public Account (string inName, string inAddress,
decimal inBalance) {
name = inName;
address = inAddress;
balance = inBalance;
}
I've made three constructors for an Account instance. The first is supplied with all the
information, the second is not given a balance and sets the value to 0. The third is not
given the address either, and sets the address to "Not Supplied".
To do this I have had to duplicate code. Good programmers hate duplicating code. It is
regarded as "dangerous extra work". The scary thing is that it is quite easy to do, just
use the block copy command in the text editor and you can take the same piece of
program and use it all over the place. But you should not do this. Because it is bad. If
you need to change this piece of code you have to find every copy of the code and
change it.
This happens more often than you'd think, even if you don't put a bug in your code, you
still might find yourself having to change it because the specification changes. So, C#
provides a way in which you can call one constructor from another. Consider:
public Account (string inName, string inAddress,
decimal inBalance) {
name = inName;
address = inAddress;
balance = inBalance;
}
public Account ( string inName, string inAddress ) :
this (inName, inAddress, 0 ) {
}
The keyword this means "another constructor in this class". As you can see in the
code sample above, the highlighted bits of the code are calls to the first constructor.
They simply pass the parameters which are supplied, along with any default values that
we have created, on to the "proper" constructor to deal with. This means that the actual
transfer of the values from the constructor into the object itself only happens in one
method, and the other constructor methods just make calls to it.
The syntax of these calls is rather interesting, in that the call to the constructor takes
place before the body of the constructor method. In fact it is outside the block
completely. This is sensible, because it reflects exactly what is happening. The "this"
constructor runs before the body of the other constructor is entered. In fact, in the code
above, since the call of this does all the work, the body of the constructor can be
empty.
something stupid with a method call it should refuse to perform the action and return
something which indicates that it could not do the job.
So we know that when we create a method which changes the data in an object we have
to make sure that the change is always valid. For example, we would not let the
following call succeed:
RobsAccount.PayInFunds (1234567890);
There will be an upper limit to the amount of cash you can pay in at once, so the
PayInFunds method will refuse to pay the money in. But what is to stop the
following:
RobsAccount = new Account ("Rob","Hull",1234567890);
Like James Bond, constructors are not allowed to fail. Whatever happens during the
constructor call, it will complete and a new instance will be created.
This poses a problem. It looks as if we can veto stupid values at every point except the
one which is most important, i.e. when the object is first created.
If we try to create an account with a bad name it will throw an exception, which is what
we want. The only problem here is that if the address is wrong too, the user of the
method will not know this until they have fixed the name and then called the
constructor again.
I hate it when I'm using a program and this happens. It is normally when I'm filling in a
form on the web. I type in my name wrong and it complains about that. Then I put my
name right, and it complains about my address. What I want is a way in which I can get
a report of all the invalid parts of the item at once. This can be done, at the expense of a
little bit of complication:
This version of the constructor assembles an error message which describes everything
which is wrong with the account. Each new thing which is wrong is added to the
message and then the whole thing is put into an exception and thrown back to the caller.
The next thing to do is consider how we take a further step back and consider
expressing a solution using components and interfaces. In this section you will find out
the difference between an object and a component, and how to design systems using
them.
This says that the IAccount interface is comprised of three methods, one to pay
money in; another to withdraw it and a third which returns the balance on the account.
From the balance management point of view this is all we need. Note that at the
interface level I am not saying how it should be done, I am instead just saying what
should be done. An interface is placed in a source file just like a class, and compiled in
the same way. It sets out a number of methods which relate to a particular task or role,
in this case what a class must do to be considered a bank account.
Implementing an Interface in C#
Interfaces become interesting when we make a class implement them. Implementing an
interface is a bit like a setting up a contract between the supplier of resources and the
consumer. If a class implements an interface it is saying that for every method
described in the interface, it has a corresponding implementation.
In the case of the bank account, I am going to create a class which implements the
interface, so that it can be thought of as an account component, irrespective of what it
really is:
public class CustomerAccount : IAccount {
The code above does not look that different from the previous account class. The only
difference is the top line:
The highlighted part of the line above is where the programmer tells the compiler that
this class implements the IAccount interface. This means that the class contains
concrete versions of all the methods described in the interface. If the class does not
contain a method that the interface needs you will get a compilation error:
error CS0535: 'AccountManagement.CustomerAccount' does not
implement interface member
'AccountManagement.IAccount.PayInFunds(decimal)'
In this case I missed out the PayInFunds method and the compiler complained
accordingly.
References to Interfaces
Once we have made the CustomerAccount class compile, we have now got
something which can be regarded in two ways:
as a CustomerAccount (because that is what it is)
as an IAccount (because that is what it can do)
People do this all the time. You can think of me in a whole variety of ways, here are
two:
Rob Miles the individual (because that is who I am)
A university lecturer (because that is what I can do)
If you think of me as a lecturer you would be using the interface that contains methods
like GiveLecture. And you can use the same methods with any other lecturer (i.e.
person who implements that interface). From the point of view of the university, which
has to manage a large number of interchangeable lecturers, it is much more useful for it
to think of me as a lecturer, rather than Rob Miles the individual.
So, with interfaces we are moving away from considering classes in terms of what they
are, and starting to think about them in terms of what they can do. In the case of our
bank, this means that we want to deal with objects in terms of IAccount,(the set of
account abilities) rather than CustomerAccount (a particular account class).
In C# terms this means that we need to be able to create reference variables which refer
to objects in terms of interfaces they implement, rather than the particular type that they
are. It turns out that this is quite easy:
IAccount account = new CustomerAccount();
account.PayInFunds(50);
The account variable is allowed to refer to objects which implement the IAccount
interface. The compiler will check to make sure that CustomerAccount does this,
and if it does, the compilation is successful.
Note that there will never be an instance of IAccount interface. It is simply a way
that we can refer to something which has that ability (i.e. contains the required
methods).
This is the same in real life. There is no such physical thing as a "lecturer", merely a
large number of people who can be referred to as having that particular ability or role.
Using interfaces
Now that we have our system designed with interfaces it is much easier to extend it. I
can create a BabyAccount class which implements the IAccount interface. This
implements all the required methods, but they behave slightly differently because we
want all withdrawals of over ten pounds to fail:
public class BabyAccount : IAccount {
The nice thing about this is that as it is a component we don’t have to change all the
classes which use it. When we create the account objects we just have ask if a standard
account or a baby account is required. The rest of the system can then pick up this
object and use it without caring exactly what it is. We will of course have to create
some tests especially for it, so that we can make sure that withdrawals of more than ten
pounds do fail, but using the new kind of account in our existing system is very easy.
Now anything which implements the IPrintToPaper interface will contain the
DoPrint method and can be thought of in terms of its ability to print.
A class can implement as many interfaces as it needs. Each interface is a new way in
which it can be referred to and accessed.
This means that a BabyAccount instance behaves like an account and it also contains
a DoPrint method which can be used to make it print out.
interface IAccount {
int GetAccountNumber ();
}
This method returns the integer which is the account number for this instance. By
placing it in the interface we can say that the account must deliver this value, but we
have not actually described how this should be done. The design of the interfaces in a
system is just this. They state that we have a need for behaviours, but they do not
necessarily state how they are made to work. I have added comments to give more
detail about what the method does.
The need for things like account numbers, which really need to be unique in the world,
has resulted in the creation of a set of methods in the C# libraries to create things called
Globally Unique Identifiers or GUIDs. These are data items which are created based on
the date, time and certain information about the host computer. Each GUID is unique in
the world. We could use these in our Account constructor to create a GUID which
allows each account to have a unique number.
Inheritance
Inheritance is another way we can implement creative laziness. It is a way that we can
pick up behaviours from classes and just modify the bits we need to make new ones. In
this respect you can regard it as a mechanism for what is called code reuse. It can also
be used at the design stage of a program if you have a set of related objects that you
wish to create.
Inheritance lets a class pick up behaviours from the class which is its parent. You can
regard an interface as a statement by a class that it has a set of behaviours because it
implements a given interface. If a class is descended from a particular parent class this
means that it has a set of behaviours because it has inherited them from its parent. In
short:
Interface: "I can do these things because I have told you I can"
Inheritance: "I can do these things because my parent can"
Try not to do this. A great programmer writes every piece of code once, and only once. If you need
to use it in more than one place, make it a method.
The key thing here is the highlighted part after the class name. I have put the name of
the class that BabyAccount is extending. This means that everything that
CustomerAccount can do, BabyAccount can do.
I can now write code like:
BabyAccount b = new BabyAccount();
b.PayInFunds(50);
This works because, although BabyAccount does not have a PayInFunds method,
the parent class does. This means that the PayInFunds method from the
CustomerAccount class is used at this point.
So, instances of the BabyAccount class have abilities which they pick up from their
parent class. In fact, at the moment, the BabyAccount class has no behaviours of its
own; it gets everything from its parent.
Overriding methods
We now know that we can make a new class based on an existing one. The next thing
we need to be able to do is change the behaviour of the one method that we are
interested in. We want to replace the WithdrawFunds method with a new one. This
is called overriding a method. In the BabyAccount class I can do it like this:
public class BabyAccount : CustomerAccount,IAccount {
The keyword override means "use this version of the method in preference to the one in
the parent". This means that code like:
The call of PayInFunds will use the method in the parent (since that has not been
overridden) but the call of WithdrawFunds will use the method in BabyAccount.
Virtual Methods
Actually, there is one other thing that we need to do in order for the overriding to work.
The C# compiler needs to know if a method is going to be overridden. This is because
it must call an overridden method in a slightly different way from a "normal" one. In
other words, the above code won't compile properly because the compiler has not been
told that WithDrawFunds might be overridden in classes which are children of the
parent class.
To make the overriding work correctly I have to change my declaration of the method
in the CustomerAccount class.
public class CustomerAccount : IAccount {
The keyword virtual means “I might want to make another version of this method in
a child class”. You don’t have to override the method, but if you don’t have the word
present, you definitely can’t.
This makes override and virtual a kind of matched pair. You use virtual to
mark a method as able to be overridden and override to actually provide a
replacement for the method.
A class hierarchy is a bit like a family tree. Every class has a parent and can do all the
things that the parent can do. It also has access to all the protected members of the
classes above it.
public class CustomerAccount : IAccount {
.....
}
I’m not terribly happy about doing this, the balance is very important to me and I’d
rather that nobody outside the CustomerAccount class could see it. However, for
now making this change will make the program work. Later we will see better ways to
manage this situation.
The very last line of the WithDrawFunds method makes a call to the original
WithDrawFunds method in the parent class, i.e. the one that the method overrides.
It is important that you understand what I’m doing here, and why I’m doing it:
I don’t want to have to write the same code twice
The problem with this way of working is that you are unable to use base. This makes
it more difficult to pick up behaviours from parent classes.
Stopping Overriding
Overriding is very powerful. It means that a programmer can just change one tiny part
of a class and make a new one with all the behaviours of the parent. This goes well with
a design process which means that as you move down the “family tree” of classes you
get more and more specific.
This is the banking equivalent of the bottle of beer that is never empty. No matter how
much cash is drawn out, it always returns a balance value of a million pounds!
A naughty programmer could insert this into a class and give himself a nice spending
spree. What this means is that we need a way to mark some methods as not being able
to be overridden. C# does this by giving us a sealed keyword which means “You
can’t override this method any more”.
Unfortunately this is rather hard to use. The rules are that you can only seal an
overriding method (which means that we can’t seal the GetBalance virtual method
in the CustomerAccount class) and you can still replace a sealed method.
Another use for sealed, which has a bit more potential, is that you can mark a class
as sealed. This means that the class cannot be extended, i.e. it cannot be used as the
basis for another class.
public sealed class BabyAccount : CustomerAccount,IAccount {
.....
The compiler will now stop the BabyAccount from being used as the basis of
another account.
The code above will only work if the CustomerAccount class has a constructor
which accepts two strings, the name and the address of the new customer.
You might think that I could solve this by writing a constructor a bit like this:
But this class is an extension of the Account class. In other words, to make a
CustomerAccount I have to make an Account. And the account is the class which
will have a constructor which sets the name and the initial balance. In this situation the
constructor in the child class will have to call a particular constructor in the parent to
set that up before it is created. The keyword base is used to make a call to the parent
constructor. In other words, the proper version of the customer account constructor is as
follows:
public CustomerAccount (string inName,decimal inBalance) :
base ( inName, inBalance)
{
}
The base keyword is used in the same way as this is used to call another constructor in
the same class. The constructor above assumes that the Account class which
CustomerAccount is a child of has a constructor which accepts two parameters, the first
a string and the second a decimal value.
Constructor Chaining
When considering constructors and class hierarchies you must therefore remember that
to create an instance of a child class an instance of the parent must first be created. This
means that a constructor in the parent must run before the constructor in the child. In
other words, to create a CustomerAccount you must first create an Account. The
result of this is that programmers must take care of the issue of constructor chaining.
They must make sure that at each level in the creation process a constructor is called to
set up the class at that level.
The fact that my new Account class contains an abstract method means that the
class itself is abstract (and must be marked as such). It is not possible to make an
instance of an abstract class. If you think about it this is sensible. An instance of
Account would not know what to do it the RudeLetterString method was ever
called.
An abstract class can be thought of as a kind of template. If you want to make an
instance of a class based on an abstract parent you must provide implementations of all
the abstract methods given in the parent.
This code repays careful study. Note how I have moved all the things that all accounts
must do into the parent Account class. Then I have added customised methods into
the child classes where appropriate. Note also though that I have left the interface in
place. That is because; even though I now have this abstract structure I still want to
think of the account objects in terms of their “accountness” rather than any particular
specific type.
Don’t Panic
This is all deep stuff. If you don’t get it now, don’t worry. These features of C# are tied
up with the process of software design which is a very complex business. The important
point to bear in mind is that the features are all provided so that you can solve one
problem:
Object Etiquette
We have considered objects "in the large", in that we know how they can be used to
design and implement large software systems. What we need to do now is take a look at
some smaller, but very important, issues that relate to how we use objects in our
programs.
The integer somehow seems to know how to print itself out. Now it is time to find out
how this is achieved, and also how we can give our own objects the same magical
ability.
It turns out that this is all provided by the "objectness" of things in C#. We know that
an object can contain information and do things for us. (in fact we have seen that the
whole basis of building programs is to decide what the objects should do and then make
them do these things). We have also seen that you can extend a parent object to create a
child which has all the abilities of the parent, plus the new ones that we add. Now we
are going to see how these abilities of objects are used in making parts of the C#
implementation itself work.
The object class is a part of C#, and everything is a child of the object class. This has
a couple of important ramifications:
1. Every object can do what an object can do.
2. A reference to an object type can refer to any class.
For the purpose of this part of the notes, the first point is the one which has the most
importance here. It means that all classes that are made have a number of behaviours
that they inherit from their ultimate parent, the object. If you look inside the actual code
that makes an object work you will find a method called ToString. The object
implementation of ToString returns a string description of the type of that object.
In the tiny Account class above I've overridden the ToString method so that it
prints out the name and balance value. This means that the code:
Account a = new Account("Rob", 25);
Console.WriteLine(a);
So, from the point of view of good etiquette, whenever you design a class you should
provide a ToString method which provides a text version of the content of that class.
The method above is from a ChildAccount class. This class extends the
CustomerAccont and holds the name of the child's parent. The code above uses the
ToString method in the parent object and then tacks the name of the parent on the
end before returning it. The nice thing about this is that if the behaviour of the parent
class changes, i.e. new members are added or the format of the string changes, the
ChildAccount class does not have to change, since it will just make use of the
upgraded method.
This is my point class. I can now create instances of Point and use them to manage
my game objects:
Point spaceshipPosition = new Point();
spaceshipPosition.x = 1;
spaceshipPosition.y = 2;
if ( spaceshipPosition == missilePosition )
{
Console.WriteLine("Bang");
}
Note that I've made the x and y members of the Point class public. This is because
I'm not that concerned about protecting them, but I do want my program to run quickly.
The problem is that the above program code does not work. Even though I have put the
spaceship and the missile at the same place on the screen the word Bang is not printed.
This is because although the two Point objects hold the same data, they are not
located at the same address in memory, which means that the equals test will fail.
The Equals method is given a reference to the thing to be compared. Note that this
reference is supplied as a reference to an object. The first thing we need to do is create
a reference to a Point. We need to do this because we want to get hold of the x and y
values from a Point (we can't get them from an object).
The object is cast into a Point and then the x and y values are compared. If they are
both the same the method returns true to the caller. This means that I can write code
like:
if ( missilePosition.Equals(spaceshipPosition) )
{
Console.WriteLine("Bang");
}
This test will work, because the Equals method actually compares the content of the
two points rather than just their references.
Note that I didn't actually need to override the Equals method, I could have written
one called TheSame which did the job. However, the Equals method is sometimes
used by C# library methods to see if two objects contain the same data and so
overriding Equals makes my class behave correctly as far as they are concerned.
The class above has a single data member and a single method member. The data is a
counter. Each time the Count method is called the counter is made one larger. I can
use the class as follows:
This calls the method and then prints out the data. We know that in this context the .
(dot) means "follow the reference to the object and then use this member of the class".
We can add a this. if we like to make it explicit that we are using a member of a
class rather than a local variable.
This means "I have a member variable in this class called account. Call the
SetName method on that member to set the name to 'Rob'".
going to provide. You will expect all programmers to write to these standards if they
take part in the project.
However, there is a very good reason why you might find an equals behaviour very useful. When you
write the part of the program which stores data and brings it back again you will find it very useful
to have a way of testing that what comes back from the store is identical to what you put there. In
this situation an equals behaviour is important, and so I reckon you should always provide one.
String Manipulation
Strings are rather special. I regard them as a bit like bats. A bat can be regarded as
either an animal or a bird in many respects. A string can be regarded as either an object
(referred to by means of a reference) or a value (referred to as a value).
This hybrid behaviour is provided because it makes things easier for us programmers.
However it does mean that we have to regard strings as a bit special when you are
learning to program, because they seem to break some of the rules that we have learnt.
String Transformation
It is very important that you understand what happens when you transform a string. This
is because, although strings are objects, they don't actually behave like objects all the
time.
string s1="Rob";
string s2=s1;
s2 = "different";
Console.WriteLine(s1 + " " + s2);
If you think you know about objects and references, you should be expecting s1 to
change when s2 is changed. This does not happen though, because C# regards an
instance of a string type in a special way. It calls it immutable. This is because
programmers want strings to behave a bit like values in this respect.
Immutable strings
The idea is that if you try to change a string, the C# system instead creates a new string
and makes the reference you are "changing" refer to the changed one. In other words,
when the system sees the line:
s2 = "different";
- it makes a new string which contains the text "different" and makes s2 refer to that.
The thing that s1 is referring to is unchanged. So, after the assignment s1 and s2 no
longer refer to the same object. This behaviour, never allowing a thing to be changed
by making a new one each time it is required, is how the system implements immutable.
You might ask the question: "Why go to all the trouble?" It might seem all this hassle
could be saved by just making strings into value types. Well, no. Consider the situation
where you are storing a large document in the memory of the computer. By using
references we only actually need one string instance with the word “the” in it. All the
occurrences in the text can just refer to that one instance. This saves memory and it also
makes searching for words much faster.
String Comparison
The special nature of strings also means that you can compare strings using equals and
get the behaviour you want:
if ( s1 == s2 )
{
Console.WriteLine("The same");
}
If s1 and s2 were proper reference types this comparison would only work if they
referred to the same object. But in C# the comparison works if they contain the same
text. You can use an equals method if you prefer:
if ( s1.Equals(s2) )
{
Console.WriteLine("Still the same");
}
String Editing
You can read individual characters from a string by indexing them as you would an
array:
char firstCh = name[0];
This would set the character variable firstCh to the first character in the string.
However, you can't change the characters:
name[0] = 'R';
The first parameter is the starting position and the second is the number of characters to
be copied. This would leave the string "ob" in s1.(remember that strings are indexed
starting at location 0).
You can leave out the second parameter if you like, in which case all the characters up
to the end of the string are copied:
string s1="Miles";
s1=s1.Substring(2);
String Length
All of the above operations will fail if you try to do something which takes you beyond
the length of the string. In this respect strings are just like arrays. It is also possible to
use the same methods on them to find out how long they are:
Console.WriteLine ( "Length: " + s1.Length);
Character case
Objects of type string can be asked to create new, modified, versions of themselves in
slightly different forms. You do this by calling methods on the reference to get the
result that you want:
s1=s1.ToUpper();
The ToUpper method returns a version of the string with all the letters converted to
UPPER CASE. No other characters in the string are changed. There is a corresponding
ToLower method as well.
This is useful if your users might have typed " Rob " rather than "Rob". If you don't
trim the text you will find equals tests for the name will fail. There are TrimStart
and TrimEnd methods to just take off leading or trailing spaces if that is what you
want. If you trim a string which contains only spaces you will end up with a string
which contains no characters (i.e. its length is zero).
Character Commands
The char class also exposes some very useful methods which can be used to check the
values of individual characters. These are static methods which are called on the
character class and can be used to test characters in a variety of ways:
char.IsDigit(ch) returns true if the character is a digit (0 to 9)
char.IsLetter(ch) returns true if the character is a letter (a to z or A
to Z)
char.IsLetterOrDigit(ch) returns true if the character is a letter or a digit
char.IsLower(ch) returns true if the character is a lower case letter
char.IsUpper(ch) returns true if the character is an upper case
letter
char.IsPunctuation(ch) returns true if the character is a punctuation
character
char.IsWhiteSpace(ch) returns true if the character is a space, tab or
newline
You can use these when you are looking through a string for a particular character.
Properties
Properties are a nice bit of sugar coating. They are a bit like the switch keyword,
which lets us select things easily. We don't need properties, but C# provides them
because they make programs slightly easier to write and simpler to read.
The class contains a public member. I can get hold of this member in the usual way:
StaffMember s = new StaffMember();
s.Age = 21;
I can access a public member of a class directly; just by giving the name of the member.
The problem is that we have already decided that this is a bad way to manage our
objects. There is nothing to stop things like:
s.Age = -100210232;
This is very naughty, but because the Age member is public we cannot stop it.
We now have complete control over our property, but we have had to write lots of extra
code. Programmer’s who want to work with the age value now have to call methods:
StaffMember s = new StaffMember();
s.SetAge(21);
Console.WriteLine ( "Age is : " + s.GetAge() );
Using Properties
Properties are a way of making the management of data like this slightly easier. An age
property for the StaffMember class would be created as follows:
public class StaffMember
{
private int ageValue;
The age value has now been created as a property. Note how there are get and set parts
to the property. These equate directly to the bodies of the get and set methods that I
wrote earlier. The really nice thing about properties is that they are used just as the
class member was:
StaffMember s = new StaffMember();
s.Age = 21;
Console.WriteLine ( "Age is : " + s.Age );
When the Age property is given a value the set code is run. The keyword value
means “the thing that is being assigned”. When the Age property is being read the get
code is run. This gives us all the advantages of the methods, but they are much easier to
use and create.
I can do other clever things too:
This is a new property, called AgeInMonths. It can only be read, since it does not
provide a set behaviour. However, it returns the age in months, based on the same
source value as was used by the other property. This means that you can provide
several different ways of recovering the same value.
You can also provide read-only properties by leaving out the set behaviour. Write only
properties are also possible if you leave out the get.
This is an interface that specifies that classes which implement it must contain an Age
property with both get and set behaviours.
Property problems
Properties are really neat, and they are used throughout the classes in the .NET
libraries. But there are a few things that you need to be aware of when deciding whether
or not to use them:
- would fail. However, the person performing the assignment would not be aware of
this, since there is no way that the property can return a value which indicates success
or failure. The only way that a property set method could do this would be to throw and
exception, which is not a good way to go on.
A SetAge method on the other hand could return a value which indicates whether or
not it worked:
A programmer setting the age value can now find out if the set worked or failed.
If there is a situation where a property assignment can fail I never expose that as a
property. I suppose that it would be possible to combine a set method and a get
property, but I reckon that would be madness.
This looks very innocent, but could result in a thousand lines of code running inside the
set property. It is possible to use this to advantage, in that an object can react to and
track property changes. But it can also be made very confusing.
Building a Bank
We are now in a situation where we can create working bank accounts. We can use
interfaces to define the behaviour of a bank account component. This gives us a way of
creating new types of account as the bank business develops. What we now need is a
way of storing a large number of accounts. This container class will provide methods
which allow us to find a particular account based on the name of the holder. We can
express the behaviour that we need from our bank in terms of an interface:
interface IBank
{
IAccount FindAccount (string name);
bool StoreAccount (IAccount account);
}
A class which implements these methods can be used for the storage of accounts. I can
put an account into it and then get it back again:
The code above creates a bank and then puts an account into it, printing out a message
if the storage worked.
Note that it is very important that you understand what has happened here. We have not
created any accounts at all. What we have created is an array of references. Each
reference in the array can refer to an object which implements the IAccount
interface. But at the moment none of the references refer anywhere, they are all set to
null. When we add an account to the bank we simply make one of the references refer
to that account instance. We never place an account "in" the array; instead we put a
reference to that account in the array.
accounts
Name : "Rob"
Balance : 0
The diagram shows the state of the accounts array after we have stored our first
account. The light coloured elements are set to null. The element at the start of the
array contains a reference to the account instance.
The method to add an account to our bank has to find the first empty location in the
array and set this to refer to the account that has been added:
This method works through the array looking for an element containing null. If it finds
one it sets this to refer to the account it has been asked to store and then returns true.
If it does not find a null element before it reaches the end of the array it returns
false to indicate that the store has failed.
When we want to work on an account we must first find it. The bank interface provides
a method called FindAccount which will find the account which matches a
particular customer name:
IAccount fetchedAccount = arrayBank.FindAccount("Rob");
This will either return the account with the required name, or null if the account
cannot be found. In the array based implementation of the bank this is achieved by
means of a simple search:
public IAccount FindAccount ( string name )
{
int position=0 ;
for (position=0 ; position<accounts.Length ; position++)
{
if ( accounts[position] == null )
{
continue;
}
if ( accounts[position].GetName() == name )
{
return accounts[position];
}
}
return null;
}
This code works its way through the accounts array looking for an entry with a name
which matches the one being looked for. If it finds an element which contains a null
reference it skips past that onto the next one. If it reaches the end of the array without
finding a match it returns null, otherwise it returns a reference to the account that it
found.
We have to use the "as" part of this coded as the collection will return a reference to an
object. We want to return a reference to an instance which implements the
IAccount interface. The as operator is a form of casting (where we force the
compiler to regard an item as being of a particular type). It is used in preference to the
code:
The as operator has the advantage that if bankHashtable[name] does not return
an account, or returns something of the wrong type, the as operator will generate a
null reference. Since this is just what the caller of our FindAccount method is
expecting this can be returned back directly. If a cast fails (i.e. at run time the bank hash
table returns the wrong thing) our program will fail with an exception.
It is interesting to note that because we have implemented our bank behaviour using an
interface, we can very easily change the way that the account storage part of the
program works without changing anything else.
an array that can grow in size. We can always add new elements to the ArrayList,
and some very clever code in the library makes sure that this works.
Creating an ArrayList
It is very easy to create an ArrayList:
ArrayList store = new ArrayList();
Note that you don't have to set the size of the ArrayList, although there are
overloaded constructors that let you give this information and help the library code
along a bit:
ArrayList storeFifty = new ArrayList(50);
Unfortunately this won't work. If you write this code you will get a compilation error.
The reason for this is that an arraylist holds a list of Object references. If you think
about it, this is the only thing that it could hold. The designers of the ArrayList
class had no idea precisely what type of object a programmer will want to use it with
and so they had to use the Object reference.
You will no doubt remember from the discussion of object hierarchies that an Object
reference can refer to an instance of any class (since they are all derived from Object)
and so that is the only kind of reference that the arraylist works with.
This is not actually a huge problem, because a program can use a cast to change the
type of the item the arraylist returns:
This would get the element at the start of the arraylist, cast it into an Account class
and then pay fifty pounds into it.
A slightly larger problem is that an arraylist is not typesafe. This means that I can't be
sure that an arraylist you give me has nothing other than accounts in it:
KitchenSink k = new KitchenSink();
store.Add(k);
This puts a reference to a KitchenSink instance into our bank storage. This will
cause problems (and an exception) if we ever try to use it as an Account. To get a
properly typesafe Account storage we have to take a look at generics in detail a bit
later.
This removes the first occurrence of the reference robsAccount from the store
arraylist. If the store contained more than one reference to robsAccount then each
of them could be removed individually. Note that if the reference given is not actually
in the arraylist (i.e. if I ran the code above when store did not contain robsAccount)
this does not cause an error. If you remove an item the size of the arraylist is decreased.
The Contains method is given a reference to an object and returns true if the
arraylist contains that reference. You could of course write this behaviour yourself, but
having it built into the class makes it much easier.
storage that will grow and shrink as you need it, the only problem that you have is that
an arraylist will always hold references to objects, not any particular class. However,
this can be fixed when you move over to the List class.
The above statement creates a list called acountList which can hold references to
Accounts. The type between the < and > characters is how we tell the list the kind of
things it can store. We could create a List that can hold integers in a similar way:
List<int> scores = new List<int>();
Because we have told the compiler the type of things the list can hold it can perform
type validation and make sure that nothing bad happens when the list is used:
KitchenSink k = new KitchenSink();
accountList.Add(k);
The above statements would cause a compilation error, since the acountList
variable is declared as holding a list of Account references, and will not accept the
kitchen sink.
Since the compiler knows that AccountList holds Account references, this means
that you can write code like this:
accountList[0].PayInFunds(50);
There is no need to cast the item in the list as the type has already been established.
You can do everything with a List (Add, Count, Remove) that you can with an
ArrayList, which makes them the perfect way to store a large number of items of a
particular type.
This looks just like the way the HashTable was used (and it is). However, using a
Dictionary has the advantage that we can only add Account values which are
located by means of a string. In other words statements like this would be rejected.
KitchenSink k = new KitchenSink();
accountDictionary.Add("Glug", k);
This would find the element with the hash key "Rob" and then pay fifty pounds into it.
The only problem with this use of a dictionary is that if there is no element with the key
The Dictionary class is simply wonderful for storing keys and values in a typesafe
manner, and I recommend it strongly to you.
All the accounts in the bank are going to be managed in terms of objects which
implement this interface to manage the balance and read the name of the account
owner.
W can create a class called CustomerAccount which implements the interface and
contains the required methods. It also has a constructor which allows the initial name
and balance values to be set when the account is created.
Note that this version of the class does not perform any error checking of the input
values, so it is not what I would call "production" code, but it is just here to illustrate
how the data in the class can be saved and restored.
Saving an Account
The best way to make achieve the saving behaviour is to make an account responsible
for saving itself. In fact, if you think about it, this is the only way that we can save an
account, since any save mechanism would need to save data in the account which is
private and therefore only visible to methods inside the class.
We can add a Save method to our CustomerAccount class:
This method is given the name of the file that the account is to be stored int. It writes
out the name of the customer and the balance of the account..So I could do things like:
if (Rob.Save ("outputFile.txt")) {
Console.WriteLine ("Saved OK");
}
This would ask the account referred to by Rob to save itself in a file called
"outputFile.txt". Note that I have written the code so that if the file output fails the
method will return false, to indicate that the save was not successful.
Loading an Account
Loading is slightly trickier than saving. When we save an account we have an account
which we want to save. When we load there will not be an account instance to load
from. A way to get around this is to write a static method which will create an account
given a filename:
public static CustomerAccount Load(string filename)
{
CustomerAccount result = null;
System.IO.TextReader textIn = null;
try
{
textIn = new System.IO.StreamReader(filename);
string nameText = textIn.ReadLine();
string balanceText = textIn.ReadLine();
decimal balance = decimal.Parse(balanceText);
result = new CustomerAccount(nameText,balance);
}
catch {
return null;
}
finally
{
if (textIn != null) textIn.Close() ;
}
return result;
}
This method opens a file, fetches the balance value and then creates a new
CustomerAccount with the balance value and name.
The Load method above takes great pains to ensure that if anything bad happens it
does a number of things:
1. It does not throw any exceptions which the caller must catch.
2. It returns null to indicate that the load failed if anything bad happens.
The way around this is to make sure that you document the null return behaviour in big letters so
that users are very aware of how the method behaves. You can also get code analysis tools which
are bit like "compilers with attitude" (a good one is called FxCop). These scan programs for
situations where the results of methods are ignored and flag these up as potential errors. At the
end of the day though there is not a great deal you can do if idiots use your software, you just have
to make sure that, whatever happens, your part doesn’t break.
Multiple Accounts
The above code lets us store and load single accounts. However, at the moment we can
only store one account in a file. We could create a new file for each account, but this
would be confusing and inefficient, with large numbers of file open and close actions
being required (bear in mind that our bank may contain thousands of accounts).
Using streams
A better solution is to give the file save method a stream to save itself, rather than a
filename. A stream is the thing that the C# library creates when we open a connection
to a file:
System.IO.TextWriter textOut =
new System.IO.StreamWriter("Test.txt");
The reference textOut refers to a stream which is connected to the file Test.txt. We
can create a save method which accepts the stream reference as a parameter instead of a
filename:
public void Save(System.IO.TextWriter textOut)
{
textOut.WriteLine(name);
textOut.WriteLine(balance);
}
This save method can be called from our original file save method:
This method creates a stream and then passes it to the save method to save the item.
Note that this is an example of overloading in that we have two methods which share
the same name.
The load method for our bank account can be replaced by one which works in a similar
way.
public static CustomerAccount Load(
System.IO.TextReader textIn)
{
CustomerAccount result = null;
try
{
string name = textIn.ReadLine();
string balanceText = textIn.ReadLine();
decimal balance = decimal.Parse(balanceText);
result = new CustomerAccount(name, balance);
}
catch
{
return null;
}
return result;
}
This method is supplied with a text stream. It reads the name and the balance from this
stream and creates a new CustomerAccount based on this data.
This is the Save method which would be added to our Hashtable based bank. It gets
each account out of the hash table and saves it in the given stream. Note that we are
using a new C# loop construction here, foreach. This is very useful when dealing
with collections of data. It works its way through a collection, in this case the Values
property of the bankHashtable, and supplies each item in turn.
Note that before it writes anything it writes out the number of customers in the bank.
This can be obtained via the Count property of the Hashtable. We do this is so that
when the bank is read back in the load method knows how many accounts are required.
We could just write out the data and then let the load method stop when it reaches the
end of the file, but this would not allow us to detect if the file had been shortened.
The Load method for the entire bank is as follows:
public static HashBank Load(System.IO.TextReader textIn)
{
HashBank result = new HashBank();
string countString = textIn.ReadLine();
int count = int.Parse(countString);
This reads the size of the bank and then reads each of the accounts in turn and adds it to
the hash table. Note that this load method does not handle errors. A production version
of the program would check that each account was loaded correctly before adding it to
the hash table.
Health Warning
This is complicated stuff. I don't expect you to understand this at first reading. The
reason that it is here is for completeness. Having told you all about class hierarchies
and how useful it is to be able to base a new class on an existing one (as we did with
BabyAccount) it would be most unfair of me to leave you guessing as to how these
things can be stored and retrieved. This material is provided to give you an idea of how
you really could make a working bank, but it assumes a very good understanding of
class hierarchies, method overriding/overloading and constructor chaining.
The good news is that when you do understand this stuff you really can call yourself a
fully fledged C# programmer.
public BabyAccount(
string newName,
decimal initialBalance,
string inParentName)
: base(newName, initialBalance)
{
parentName = inParentName;
}
}
This would create a new BabyAccount instance and set the reference babyJane to
refer to it.
try
{
string name = textIn.ReadLine();
string balanceText = textIn.ReadLine();
decimal balance = decimal.Parse(balanceText);
string parent = textIn.ReadLine();
result = new BabyAccount (name, balance, parent);
}
catch
{
return null;
}
return result;
}
However, I'm not particularly keen on this approach. This method breaks one of the
rules of good design, in that we now have a dependency between the two classes which
means that when I change the CustomerAccount class (perhaps to add a new field
called customerPIN) I also have to update the Load method in the BabyAccount
class to make sure that this extra data is loaded. If I forget to do this the program will
compile, but when it runs it will not work correctly.
What we really want to do is make the CustomerAccount responsible for loading
its data and the BabyAccount just look after its content; in a similar way to the way
the save method uses the base keyword to save the parent object.
The way to do this is to go back to the construction process. We know that a
constructor is a method which gets control when an instance of a class is being created.
A constructor can be used to set up the data in the instance, and it can be passed
information to allow it to do this. In the code above there is a constructor for the
BabyAccount class which accepts the three data items that the BabyAccount
holds and then sets the instance up with these values.
What we do is create constructors for the CustomerAccount and BabyAccount
classes which read their information from a stream that is supplied to them:
This constructor sets up the new CustomerAccount instance by reading the values
from the stream that is supplied with. I can therefore write code like this:
System.IO.TextReader textIn =
new System.IO.StreamReader(filename);
result = new CustomerAccount(textIn);
textIn.Close();
This creates a new CustomerAccount from the stream. Now I can create a
constructor for the BabyAccount which uses the constructor of the parent class:
public BabyAccount(System.IO.TextReader textIn) :
base (textIn)
{
parentName = textIn.ReadLine();
}
We can now ask any item which implements the IAccount interface to save itself to
either a file or a stream. This is very useful when we store our collection of accounts,
since the account container will not have to behave differently depending on what kind
of account it is saving, it just has to call the save method for the particular instance.
This is a good idea.
The solution to this problem is to identify the type of each instance in the steam when
we save the classes. The save method for our bank could look like this:
public void Save(System.IO.TextWriter textOut)
{
textOut.WriteLine(bankHashtable.Count);
foreach (CustomerAccount account in bankHashtable.Values)
{
textOut.WriteLine(account.GetType().Name);
account.Save(textOut);
}
}
This looks very like our original method, except that it has an additional line, which has
been highlighted. This writes out the name of the class. It makes use of the method
GetType(), which can be called on an instance of a class to get the type of that class.
Having got the type we can then get the Name property of this type and print that. In
other words, if the account is of type CustomerAccount the program will output:
CustomerAccount
Rob
100
The output now contains the name of the type of each class that has been written. This
means that when the stream is read back in this information can be used to cause the
correct type of class to be created. The neatest way to do this is to create a factory
which will produce instances of the required class:
class AccountFactory
{
public static IAccount MakeAccount(
string name, System.IO.TextReader textIn)
{
switch (name)
{
case "CustomerAccount":
return new CustomerAccount(textIn);
case "BabyAccount":
return new BabyAccount(textIn);
default:
return null;
}
}
}
This class only contains a single method, which is static. The method is given two
parameters, the name of the class to be created and a stream to read from. It uses the
name to decide which item to make, creates one, and then returns that to the caller. If
the name is not recognized it returns null. The bank load method can use this factory
to create instances of accounts as they are loaded:
Again, this looks very like our original load method, except that it uses the factory to
make account instances once it has read the name of the class from the stream.
Factory Dependencies
Note that we now have a genuine dependency between our system and the factory class.
If we ever add a new type of account we need to update the behavioru of the factory so
that it contains a case to deal with the new account type. There is in fact a way of
removing the need to do this. It involves writing code which will search for C# classes
which implement particular interfaces and creating them automatically. However this
kind of stuff is beyond the scope of this text.
this.name = inName.Trim();
return true;
}
The name is stored as a private member of the account class. The programmer has
provided three methods which let the users of my Account class deal with names.
There is a method to get the name, another to set it and another to validate it. The
validate method is called by the set method so that my business object makes sure that
an account never has an invalid name. The validate method will reject a name string
which is empty, or just contains spaces. It trims off all the spaces before and after the
name text and then checks to see if the length of the resulting string is empty. If it is, the
string is rejected.
I provide the validate method so that users of my class can check their names to make
sure that they are valid. This does not involve me in much extra work, since I also use
the method myself when I validate the name. The validate method returns a string
which gives an error message if the string is rejected. There may be several reasons
why a name is not valid, at the moment I've just given two. The reasons why a name is
invalid are of course part of the metadata for the project. I’ve also made this method
static so that names can be validated without needing to have an actual instance of
the account.
These are all the tests I could think of. First I test ValidateName to make sure that it
rejects both kinds of empty string. Then I make sure that I can set the name on an
account. Finally I check that the space trimming for the names works correctly.
if ( reply.Length == 0 )
{
break;
}
Console.WriteLine( "Invalid name : " + reply );
}
account.SetName(newName);
This code will perform the name editing for an account instance referred to by
account. It will read a new name in. If the name is valid the loop is broken and the
name is set. If the name is not valid the message is printed and the loop repeats. This is
not the most elegant solution, but it does keep the user informed of what it is doing and
it does work. Now that we have our edit code we need to put it somewhere.
Console.WriteLine("Name Edit");
while (true)
{
Console.Write ( "Enter new name : " ) ;
newName = Console.ReadLine();
string reply;
reply = this.account.ValidateName(newName);
if ( reply.Length == 0 )
{
break;
}
Console.WriteLine( "Invalid name : " + reply );
}
this.account.SetName(newName);
}
}
This is my account editor class. At the moment it can only edit the name, but I will add
other edit methods later. The class keeps track of the account it is editing, I pass it a
reference to this account when I construct it. I would use the name editor as follows:
CustomerAccount a = new CustomerAccount("Rob", 50);
AccountEditTextUI edit = new AccountEditTextUI(a);
edit.EditName();
This code creates an instance of a customer account. It then creates an editor object and
asks it to edit the name of that account.
Note that the editor class is passed a reference to the IAccount interface, not a
references to the account class. This means that anything which behaves like an account
can be edited using this class. Note also that the editor remembers the account class that
is being edited so that when I call EditName it can work on that reference.
The user types in the name of the command that is required and then the program
selects that function. My edit class contains a method which does this:
public void DoEdit (CustomerAccount account)
{
string command;
do
{
Console.WriteLine ( "Editing account for {0}", account.GetName() );
Console.WriteLine ( " Enter name to edit name" );
Console.WriteLine ( " Enter pay to pay in funds" );
Console.WriteLine ( " Enter draw to draw out funds" );
Console.WriteLine ( " Enter exit to exit program" );
Console.Write ("Enter command : ");
command = Console.ReadLine();
command = command.Trim();
command = command.ToLower();
switch ( command )
{
case "name" :
EditName(account);
break;
case "pay" :
PayInFunds(account);
break;
case "draw" :
WithDrawFunds(account);
break;
}
This is my edit method which repeatedly reads commands and dispatches them to the
appropriate method. I've extended the account class to manage the account balance and
added edit methods which pay in funds and withdraw them. Note that I trim the
command string and convert it to lower case before using it to drive the switch
construction which selects the command.
The edit method is passed a reference to the account which is being edited. It then
passes that reference to the service methods which will do the actual work.
As a general rule in a production system you should never write out straight text to your user (this
includes the names of commands that the user might type in). Everything should be managed in
terms of message numbers. The only exception to this is the situation where the customer has
assured you that the program will only ever be written for use in a particular language. The C#
libraries contain a set of resources which help you manage the internationalization of your
programs.
Creating a Form
If I want a form on the screen for the user to interact with, I need to create an instance
of an object to do this for me. The object that I create is a Form. This class can be
found in the System.Windows.Forms namespace. I can create an instance of this
class and ask it to do things for me:
using System.Windows.Forms;
class FormsDemo
{
public static void Main ()
{
Form f = new Form();
f.ShowDialog();
}
}
The Form class provides a method called ShowDialog. This asks the form to show
itself and pause the program until the form is closed. If I run the program above the
following appears on the screen:
When the window is closed with the red button, it disappears and the program ends.
class FormsDemo
{
public static void Main ()
{
Form f = new Form();
Label title = new Label ();
title.Text="Hello";
f.Controls.Add(title);
f.ShowDialog();
}
}
This creates a label, sets the text property of the label to “Hello” and then adds it to the
controls which are contained by the frame. The result of this code is a form which looks
like this:
I can fiddle with the properties of a component to move it around on the screen and do
lots of interesting things:
using System.Windows.Forms;
using System.Drawing;
class FormsDemo
{
public static void Main ()
{
Form f = new Form();
Label title = new Label ();
title.Text="Hello";
title.Top=50;
title.Left=50;
title.ForeColor = Color.Red;
title.BackColor = Color.Yellow;
f.Controls.Add(title);
f.ShowDialog();
}
}
The position on the screen is given in pixels (a pixel being an individual dot on the
screen). The origin (i.e. the pixel at 0,0) is in the top left hand corner of the screen.
The Color class is found in the System.Drawing namespace. It provides a whole
set of static colour values and also lets you create your own colours by setting the
intensity of the red, green and blue components. The program above would display a
form as below:
By adding a number of labels on the form and positioning them appropriately we can
start to build up a user interface.
using System.Windows.Forms;
using System.Drawing;
class FormsDemo
{
public static void Main()
{
Form f = new Form();
f.ShowDialog();
}
}
I've fiddled slightly with the position of the label and given it a more sensible name.
I've also set the name text we are editing to be Rob, just to show how the components
work. If you run this program you get a form as follows:
This is not particularly flashy, but it is not bad for 25 or so lines of code. It also lets you
change the text in the name for whatever you want. But at the moment we have no way
of signalling when the edit has been finished. For that we need a button which we can
press to cause an event.
using System.Windows.Forms;
using System.Drawing;
class FormsDemo
{
public static void Main()
{
Form f = new Form();
Label nameLabel = new Label();
nameLabel.Text="Name";
nameLabel.Top=50;
nameLabel.Left=0;
f.Controls.Add(nameLabel);
f.ShowDialog();
}
}
However at the moment nothing happens when the button goes down. To get this to
work we have to bind a method in our program to the event which is generated when
the button is pressed. The windows forms system uses delegates to manage this.
Button Events
To get back to the problem we are solving; when the user clicks on the button on our
form this is registered by the Windows operating system and then passed into the form
as an event. The form decides which of the components on the form should be given the
event and calls a method in that component to tell it "you've been pressed". The button
then does its animation so that it moves in and out. Then it looks for people to tell about
the event. The button keeps a list of people to tell about events. The list is actually a list
of delegates.
So, to get a button to run a method of ours we need to create a delegate object and then
pass that to the button so that it knows to use it when the event occurs. A delegate is an
object which can be used to represent a particular method in an instance of a class. In
the case of our button, the delegate is going to represent the method that we want to
have called when the button is pressed. We pass the button a reference to this delegate
and it can then call the method it represents when the button is pressed.
The good news is that creating a delegate instance for a windows component is such a
common task that the forms library has provided a delegate class which does this for us.
We just need to create an instance of this class to get a delegate to give to the button.
The signature of the method that is called when the event occurs is the same for every
kind of event, from mouse movement, to button press, to window closing, so we can
use this class every time we need to create a delegate. The actual code to create a
delegate and assign it to a method is as follows:
using System.Windows.Forms;
using System.Drawing;
using System;
class FormsDemo
{
public static void Main()
{
Form f = new Form();
Label nameLabel = new Label();
nameLabel.Text="Name";
nameLabel.Top=50;
nameLabel.Left=0;
f.Controls.Add(nameLabel);
f.ShowDialog();
The highlighted code is the bit that ties a delegate to the click event. The
EventHandler delegate class is in the System namespace and can refer to methods
which are void and accept two parameters, a reference to the object which caused the
event and a reference to an EventArgs instance which contains details about the
event which occurred.
In the code above I have an event handler method called finishButton_Click
which accepts these parameters (but doesn't do anything with them). Instead it prints
out a message each time the button is pressed. If you compile the above program and
run it you will find that each time you press the Finish button the program prints out a
message. In the completed editor this method will finish the edit off for us.
Note that we don’t actually have to use the parameters, often our methods will ignore
the values supplied. However, sometimes, for example when we are capturing mouse
movement events, we might want to use them to provide information such as the mouse
coordinates.
using System;
using System.Windows.Forms;
IAccount account;
this.account = inAccount;
The form will be passed a reference to the account instance which is being edited. It
then gets the properties out of the form and displays them for editing. When the user
presses the finish button the form must make sure that the name is valid. If it is the
name of the account class should be set and the form must then dispose of itself.
This code is the windows equivalent of the AccountEditTextUI method that we
created previously. All the form components are created in the constructor for the form.
The finishButton_Click method gets the name out of the text box and validates
it. If the name is invalid it uses a static method in the windows forms system to pop up a
message box and report an error:
This is how we tell the user that the name is not correct. There are a number of different
forms of this Show method which you can use to get different forms of message box
and even add extra buttons to it.
Disposing of forms
The Dispose method is used when we have finished with this form and we want it to
get rid of it. All the components on the form are destroyed and the form is removed
from the screen. Once we have disposed of a form we can never use it again. We will
need to create a new form instead.
The Dispose method is important because we must explicitly say when we have
finished with the instance. If we just removed a reference to the form object it will still
remain in memory until the garbage collector gets around to noticing it.
This piece of test code creates an account and sets the name of the account holder to
Rob. It then creates an edit form and uses that to edit the name value in the account.
Modal Editing
The call of ShowDialog in the edit form is modal. This means that while the form is
on the screen the rest of the system is paused. In the code above the WriteLine is not
performed until after the edit form has been closed.
Using Delegates
Events and delegates are a very important part of C#. Therefore you should read this
text carefully and make sure you understand what is going on.
Delegates are useful because they let us manipulate references to methods. We can
manage which particular method is going to be called in a given situation in terms of a
lump of data which we can move around.
Delegates are an important part of how events are managed in a C# program. Events are
things that happen which our program may need to respond to. They include stuff like
people pressing buttons in our user interface, clocks going tick and messages arriving
via the network. In each case we need to tell the system what to do when the event
occurs. The way that C# does this is by allowing us to create instances of delegate
classes which we give the event generators. When the event occurs (this is sometimes
called the event "firing") the method referred to by the event is called to deliver the
message.
I call a delegate "a way of telling a piece of program what to do when something
happens". A posh description would have the form:
Using a Delegate
As an example, consider the calculation of fees in our bank. The bank will have a
number of different methods which do this, depending on the type of customer and the
status of that customer. It might want to have a way in which a program can choose
which fee calculation method to use as it runs.
We have seen that things like overriding let us create methods which are specific to a
particular type of object, for example we provided a custom WithdrawFunds for the
BabyAccount class which only lets us draw out a limited amount of cash. These
techniques are very useful, but they are hard wired into the code that I write. Once I've
compiled the class the methods in it cannot change.
A delegate is a "stand in" for a method. If you call the delegate it calls the method it
presently refers to. This means I can use it as a kind of method selector. A delegate type
is created like this:
public delegate decimal CalculateFee (decimal balance);
Note that I've not created any delegates yet, I've just told the compiler what the delegate
type CalculateFee looks like. This delegate can stand in for a method which
accepts a single decimal parameter (the balance on the account) and returns a decimal
value (the amount we are going to charge the customer). An example of a method we
might want to use with this delegate you could consider this one:
public decimal RipoffFee (decimal balance)
{
if ( balance < 0 )
{
return 100;
}
else
{
return 1;
}
}
This is a rather evil fee calculator. If you are overdrawn the fee is 100 pounds. If you
are in credit the fee is 1 pound. If I want to use this in my program I can make an
instance of CalculateFee which refers to it:
CalculateFee calc = new CalculateFee (RipoffFee);
Now I can "call" the delegate and it will actually run the ripoff calculator method:
fees = calc(100);
The calc delegate presently refers to a delegate instance which will use the
RipoffFee method. I can change that by making another delegate:
calc = new CalculateFee (FriendlyFee);
Now when I "call" calc it will run the FriendlyFee method. This of course only
works if FriendlyFee is a method which returns a value of type decimal and accepts
a single decimal value as a parameter.
An instance of a delegate is an object like any other. This means that it can be managed
in terms of references, so I can build structures which contain delegates and I can also
pass delegates in and out of methods. You can regard a list of delegates as a list of
methods that I can call.
This gives us another layer of abstraction and means that we can now design programs
which can have behaviours which change as the program runs. For now however, it is
best just to consider them in terms of how we use delegates to manage the response of a
program to events.
This works because the System.Exception class has a default constructor which
takes no parameters. The default constructor in BankException (which is added
automatically by the compiler), can just use this to make an Exception instance.
However, there is a version of the Exception constructor which lets us add a message to
the exception. This can be picked up and used to discover what has gone wrong. To
create a standard exception with a message I pass the constructor a string. If I want to
use this with my bank exception I have to sort out the constructor chaining for my
exception class and write code as follows:
public class BankException : System.Exception
{
public BankException (string message) :
base (message)
{
}
}
This makes use of the base keyword to call the constructor of the parent class and pass
it the string message.
Throwing an Exception
The throw keyword throws an exception at that point in the code. The thing that is
thrown must be based on the System.Exception class. For example, I might want
to throw an exception if the name of my account holder is an empty string. I can do this
with the code:
if ( inName.Length == 0 )
{
throw new BankException("Invalid Name");
}
The code tries to create a new account. If doing this causes an exception to be thrown,
the code in the exception handler is obeyed. The reference exception is set to refer
to the exception which has been thrown. The Message member of an exception is the
text which was given. This means that if I try to create an account with an empty name
the exception will be thrown, the catch invoked, and the message printed.
Now I can use different catches, depending on how the code fails:
Account a;
try
{
a = new Account("Rob", "");
}
catch (BankExceptionBadName nameException)
{
Console.WriteLine("Invalid name : " +
nameException.Message);
}
catch (BankExceptionBadAddress addrException)
{
Console.WriteLine("Invalid address : " +
addrException.Message);
}
catch (System.Exception exception )
{
Console.WriteLine("System exception : " +
exception.Message);
}
Each of the catches matches a different type of exception. At the very end of the list of
handlers I have one which catches the system exception. This will be called if the
exception is not a name or an address one.
As a professional programmer you must make sure that your error handling code is tested at least
as hard as the rest of the system. This might mean that you have to create special test versions of
the system to force errors into the code. Believe me, it is worth the effort!
Error handling should be something you design in. When you create the system you decide how many
and what kind of errors you are going to have to manage.
Program Organisation
At the moment we have put the entire program source that we have created into a single
file, which we compile and run. This is fine for teeny tiny projects, but now we are
starting to write much larger programs and we need a better way to organise things.
This is especially important when you consider that a given project may have many
people working on it.
To do this we have to solve two problems:
how we physically spread the code that we write around a number of files
how we logically identify the items in our program.
The two problems are distinct and separate and C# provides mechanisms for both. In
this section we are going to see how a large program can be broken down into a number
of different chunks.
This is a fairly well behaved class in that it won't let us withdraw more money than we
have in the account. We could put it into a file called "Account.cs" if we wanted to.
However, we might want to create lots of other classes which will deal with bank
accounts. So instead I have decided to put the class into a file called
"AccountManagement.cs".As I add more account management The problem is that
the compiler now gets upset when I try to compile the file:
error CS5001: AccountManagement.exe' does not have an
entrypoint defined
The compiler is expecting to produce an executable program. These have an entry point
in the form of the Main method. Our bank account class does not have a main method
because the program will never start by actually running an account. Instead other
programs will run and create accounts when they need them. So, the compiler cannot
make an executable file, since it does not know where the program should start.
Note that I have made the Account class public. This is so that classes in other
files can make use of it. You can apply the protection levels to classes in the same way
that you can protect class members. Generally speaking your classes will be public if
you want them to be used in libraries.
Creating a Library
I solve this problem by asking the compiler to produce a library instead. I use the target
option to the compile command. Options are a way of modifying what a command
does. The compiler can tell that it is being given an option because options always start
with a slash character:
csc /target:library AccountManagement.cs
The compiler will not now look for a Main method, because it has been told to
produce a library rather than a program. If I look at what has been created I find that the
compiler has not made me an executable, instead it has made me a library file:
AccountManagement.dll
The language extension dll stands for dynamic link library. This means that the content
of this file will be loaded dynamically as the program runs.
Using a Library
Now I have a library I next have to work out how to use it. Firstly I'm going to create
another source file called AccountTest.cs. This contains a Main method which
will use the Account class:
using System;
class AccountTest {
public static void Main () {
Account test = new Account();
test.PayInFunds (50);
Console.WriteLine ("Balance:" + test.GetBalance());
}
}
This makes a new account, puts 50 pounds in it and then prints out the balance. If I try
to compile it I get a whole bunch of errors:
AccountTest.cs(5,3): error CS0246: The type or namespace name
'Account' could not be found (are you missing a using
directive or an assembly reference?)
AccountTest.cs(6,3): error CS0246: The type or namespace name
'test' could not be found (are you missing a using directive
or an assembly reference?)
AccountTest.cs(7,37): error CS0246: The type or namespace
name 'test' could not be found (are you missing a using
directive or an assembly reference?)
The problem is that the compiler does not know to go and look in the file
AccountManagement.cs to find the Account class. This means that it fails to
create test, which causes further errors.
To solve the problem I need to tell the compiler to refer to AccountManagement to
find the Account class:
csc /reference:AccountManagement.dll AccountTest.cs
The reference option is followed by a list of library files which are to be used. In this
case there is just the one file to look at, which is the library that contains the required
class. The compiler now knows where to find all the parts of the application, and so it
can build the executable program.
This means that we need to be careful when we send out a program and make sure that
all the components files are present when the program runs.
Namespaces
We can use library files to break up our solution into a number of files. This makes
management of the solution slightly easier. But we also have another problem. We don't
just want to break things into physical chunks. We also want to use logical ones as well.
If you are not sure what I mean by this, consider the situation in our bank. We have
decided that Account is a sensible name for the class which holds all the details of a
customer account.
But if you consider the whole of the bank operations you find that the word "account"
crops up all over the place. The bank will buy things like paper clips, rubber stamps,
little pens on chains (pre-supplied with no ink in of course) and the like from suppliers.
You could say that the bank has an account with such a supplier. It may well wish to
keep track of these accounts using a computer system. Perhaps the programmers might
decide that a sensible name for such a thing would be Account. Arrgh! We are now
heading for real problems. If the two systems ever meet up we can expect a digital fight
to the death about what "Account" really means. Which would be bad.
I have used the namespace keyword to identify the namespace. This is followed by a
block of classes. Every class declared in this block is regarded as part of the given
namespace, in this case CustomerBanking.
A given source file can contain as many namespace definitions and each can contain as
many classes as you like.
This creates a variable which can refer to instances of the Account class. The
Account class we use is the one in the CustomerBanking namespace.
A name like this, with the namespace in front, is known as a fully qualified name. If we
want to create an instance of the class we use the fully qualified name again:
test = new CustomerBanking.Account();
If I want to use the Account class from the CustomerBanking namespace I have
to modify my test class accordingly.
Using a namespace
If you are using a lot of things from a particular namespace C# provides a way in which
you can tell the compiler to look in that namespace whenever it has to resolve the name
of a particular item. We do this with the using keyword:
using CustomerBanking ;
- at the very top. This means that the programmer can just write:
Console.WriteLine ("Hello World");
The compiler goes "ah, I'll go and have a look for a thing called Console in all the
namespaces that I've been told to use". If it finds one, and only one, Console then all
is well and it uses that. If it finds two Console items (if I was an idiot I could put a
Console class in my CustomerBanking namespace I suppose) it will complain
that it doesn't know which to use.
Nesting Namespaces
You can put one namespace inside another. This allows you to break things down into
smaller chunks. The System namespace is like this, there is a namespace which is part
of the System namespace which is specifically concerned with Input/Output. You get to
use the items in the System.IO namespace with an appropriate include:
using System.IO ;
Of course the namespaces that you use should always be carefully designed. But then
again, you'd probably figured that one out already.
Debugging
Some people are born to debug. Not everyone is good at debugging, some will always
be better than others. Having said that there are techniques which you can use to ease
the process, and we are going to explore some of these here. The good news is that if
you use a test driven approach to your development the number of faults that are found
by the users should be as small as possible, but there will still be some things that need
to be fixed.
Incidentally, the reason why problems with programs are called bugs is that the original
one was caused by an actual insect which got stuck in some contacts in the computer,
causing it to fail. This is not however how must bugs are caused. It is very rarely that
you will see your program fail because the hardware is faulty, I've been programming
for many years and only seen this in a handful of occasions. The sad thing is that most
of the bugs in programs have been put there by programmers. In other words,
debugging is working very hard to find out how stupid you were in the first place.
Fault Reporting
We have already seen that a fault is something which the user sees as a result of an
error in your program.
Faults are uncovered by the testing process or by users. If a program fails as part of a
test, the steps taken to manifest it will be well recorded. However, if a user reports a
fault the evidence may bell be anecdotal, i.e. you will not be supplied with a sequence
of steps which cause the fault to appear, you will simply be told "There's a bug in the
print routine".
There is a strong argument for ignoring a fault report if you have not been given a
sequence of steps to follow to make it happen. However, this approach will not make
you popular with users. It is important to stress to users that any fault report will only
be taken seriously if it is well documented.
Bugswatting
You can split faults into other categories, where the program crashes (i.e. stops
completely) or when it does the wrong thing. Surprisingly, crashes are often easier to
fix. They usually point to:
a state which is not catered for (make sure that all selection statements
have a default handler which does something sensible and that you use
defensive programming techniques when values are passed between
modules)
programs that get stuck into loops, do – while constructions which
never fail, for loops which contain code which changes the control
variable, methods that call themselves by mistake and recurse their way
into stack overflow
an exception that is not caught properly
If your program does the wrong thing, this can be harder to find. Look for:
use of un-initialised members of classes
typographical errors (look for incorrectly spelt variable names,
incorrect comparison operators, improperly terminated comments)
logical errors (look for faults in the sequence of instructions, invalid
loop termination's, wrongly constructed logical conditions)
As I said above, some folks are just plain good at finding bugs. Here are some tips:
1. Don't make any assumptions. If you assume that "the only way it could get
here is through this sequence" or "there is no way that this piece of code
could be obeyed" you will often be wrong. Rather than make assumptions,
add extra code to prove that what you think is happening is really
happening.
2. Explain the problem to someone else - even if it is just the cat! The act of
explaining the problem can often lead you to deduce the answer. It is best
if the person you are talking to is highly sceptical of your statements.
3. Look at all possible (if seemingly unrelated) factors in the manifestation
of the bug. This is particularly important if the bug is intermittent. If the
bug appears on Friday afternoons on your UNIX system, find out if
another department uses the machine to do a payroll run at that time and
fills up all the scratch space, or the loading department turn on the big
hoist and inject loads of noise into the mains.
4. Leave the problem alone for a while. Go off and do something different
and you may find that the answer will just appear. Alternatively you may
find the answer as soon as you come back to the problem.
5. Remember that although the bug is of course impossible, it is happening.
This means that either the impossible is happening, or one of your
assumptions that it is impossible is wrong!
6. Can you get back to a state where the bug was not present, and then look
at the changes made since? If the system is failing as a result of a change
or, heaven forbid, a bug fix, try to move back to a point where the bug is
not there, and then introduce the changes until the bug appears.
Alternatively, look carefully at how the introduction of the feature affects
other modules in the system. A good Source Code Control System is very
valuable here, in that it can tell you exactly what changes have been made
from one version to the next.
One thing that I should make clear at this point is that the process of debugging is that
of fixing faults in a solution which should work. In other words you must know how the
program is supposed to work before you try and fix problems with what it actually
does. I have been nearly moved to tears by the sight of people putting in another loop
or changing the way their conditions to "see if this will make the program work". Such
efforts are always doomed, just like throwing a bunch of electrical components at the
wall and expecting a DVD player to land on the floor is also not going to work.
The End?
This is not all you need to know to be a programmer. It is not even all you need to
know to be a C# programmer. However, it is quite a good start, but there are quite a
few things missing from this text, because we don't have time to teach them all. You
should take a look at the following things if you want to become a great C#
programmer:
serialisation
attributes
reflection
networking
Continuous Development
A good programmer has a deliberate policy of constantly reviewing their expertise and
looking at new things. If you are serious about this business you should be reading at
least one book about the subject at any one time. I have been programming for as long
as I can remember but I have never stopped learning about the subject. And I've never
stopped programming, reading books about programming and looking at other people's
code.
Further Reading
How to be a programmer
This web site is also worth a read, as it covers the behaviours of a programmer very
well indeed:
http://samizdat.mines.edu/howto/HowToBeAProgrammer.html
Glossary of Terms
Abstract
Something which is abstract does not have a "proper" existence as such. When writing
programs we use the word to mean "an idealised description of something". In the case
of component design an abstract class contains descriptions of things which need to be
present, but it does not say how they are to be realised. In C# terms a class is abstract if
it is marked as such, or if it contains one or more method which is marked as abstract.
You can't make an instance of an abstract class, but you can use it as the basis of, or
template for, a concrete one. For example, we may decide that we need many different
kinds of receipt in our transaction processing system: cash receipt, cheque receipt,
wholesaler receipt etc. We don't know how each particular receipt will work inside, but
we do know those behaviours which it must have to make it into a receipt.
We can therefore create an abstract Receipt class which serves as the basis of all the
concrete ones. Each "real" receipt class is created by extending the parent, abstract one.
This means that it is a member of the receipt family (i.e. it can be treated as a Receipt)
but it works in its own way.
Accessor
An accessor is a method which provides access to the value managed within a class.
Effectively the access is read only, in that the data is held securely in the class but code
in other classes may need to have access to the value itself. An accessor is implemented
as a public method which will return a value to the caller. Note that if the thing being
given access to is managed by reference the programmer must make sure that it is OK
for a reference to the object is passed out. If the object is not to be changed it may be
necessary to make a copy of the object to return to the caller.
Base
base is a C# keyword which has different meanings depending on the context in which
it is given. It is used in a constructor of a child class to call the constructor in the parent.
It is also used in overriding methods to call the method which they have overridden.
Call
When you want to use a method, you call it. When a method is called the sequence of
execution switches to that method, starting at the first statement in its body. When the
end of the method, or the return statement, is reached the sequence of execution returns
to the statement immediately following the method call.
Class
A class is a collection of behaviours (methods) and data (properties). It can be used to
represent a real world item in your program (for example bank account). Whenever you
need to collect a number of things into a single unit you should think in terms of
creating a class.
Code Reuse
A developer should take steps to make sure that a given piece of program is only
written once. This is usually achieved by putting code into methods and then calling
them, rather than repeating the same statements at different parts of a program. The use
of class hierarchies is also a way of reusing code. You only need to override the
methods that you want to update.
Cohesion
A class has high cohesion if it is not dependent on/coupled to other classes.
Collection
The C# library has the idea of a collection as being a bunch of things that you want to
store together, for example all the players in a football team or all the customers in a
bank. One form of a collection is an array. Another is the hashtable, which allows you
to easily find a particular item based on a key value in that item. A collection class will
support enumeration which means that it can be asked to provide successive values to
the C# foreach construction.
Whenever you want to store a number of things together you should consider using a
collection class to do this for you. The collection classes can be found in the
System.Collections namespace.
Compiler
A compiler takes a source file and makes sense of it. The compiler will produce an
executable file which is run. Writing compilers is a specialised business, they used to be
written in assembly language but are now constructed in high level languages (like
C#!). A compiler is a large program which is specially written for a particular computer
and programming language. Most compilers work in several phases. The first phase, the
pre-processor, takes the source which the user has written and then finds all the
individual keywords, identifiers and symbols producing a stream of program source
which is fed to the "parser" which ensures that the source adheres to the grammar of the
programming language in use. The final phase is the code generator, which produces
the executable file which is later run by the host.
Component
A component is a class which exposes its behaviour in the form of an interface. This
means that rather than being thought of in terms of what it is (for example a
BabyCustomerAccount) it is thought of in terms of what it can do (implement the
IAccount interface to pay in and withdraw money). When creating a system you
should focus on the components and how they interact. Their interactions are expressed
in the interfaces between them.
Constructor
A constructor is a method in a class which is called as a new instance of that class is
created. Programmer’s use constructors to get control when an instance is created and
set up the values inside the class. If a class is a member of a hierarchy, and the parent
class has a constructor, it is important when making the child that you ensure the parent
constructor is called correctly. Otherwise the compiler will refuse to compile your
program.
Coupling
If a class is dependent on another the two classes are said to be coupled. Generally
speaking a programmer should strive to have as little coupling in their designs as
possible, since it makes it harder to update the system.
Coupling is often discusses alongside cohesion, in that you should aim for high
cohesion and low coupling.
Creative Laziness
It seems to me that some aspects of laziness work well when applied to programming.
Code reuse, where you try and pick up existing code, is a good example of this. Making
sure the spec. is right before you do anything is another way of saving on work.
Howver, structuring the design so that you can get someone else to do a lot of the work
is probably the best example of creative laziness in action.
Delegate
A delegate is a type safe reference to a method. A delegate is created for a particular
method signature (for example this method accepts two integers and returns a float). It
can then be directed at a method in a class which matches that signature. Note that the
delegate instance holds two items, a reference to the instance/class which contains the
method and a reference to the method itself. The fact that a delegate is an object means
that it can be passed around like any other.
Delegates are used to inform event generators (things like buttons, timers and the like)
of the method which is to be called when the event they generate takes place.
Dependency
In general, too much dependency in your designs is a bad thing. A dependency
relationship exists between two classes when a change in code in one class means that
you might have to change the other as well. It usually means that you have not properly
allocated responsibility between the objects in your system and that two objects are
looking after the same data. As an example see the discussion of the CustomerAccount
and ChildAccount Load method on page 143.
Dependency is often directional. For example a user interface class may be dependent
on a business object class (if you add new properties to the business object you will
need to up date the user interface). However, it is unlikely that changes to the way that
the user interface works will mean that the business object needs to be altered.
Event
An event is some external occurrence which your program may need to respond to.
Events include things like mouse movement, keys being hit, windows being resized,
buttons being pressed, timers going tick etc. Many modern programs work on the basis
of events which are connected to methods. When the event occurs the method is called
to deliver notification. Windows components make use of delegates (a delegate is a
type safe reference to a method) to allow event generators to be informed of the method
to be called when the event takes place.
Hierarchy
A hierarchy is created when a parent class is extended by a child to produce a new class
with all the abilities of the parent plus new and modified behaviours specific to the
requirements of the child. Extending the child produces a further level of hierarchy. The
classes at the top of the hierarchy should be more general and possibly abstract (for
example BankAccount) and the classes at the lower levels will be more specific (for
example ChildBankAccount).
Immutable
An immutable object cannot be changed. If an attempt is made to change the content of
an immutable object a new object is created with the changed content and the "old" one
remains in memory. The string class is immutable. This gives strings a behaviour
similar to value types, which makes them easier to use in programs.
Inheritance
Inheritance is the way in which a class extends a parent to allow it to make use of all the
behaviours and properties the parent but add/customise these for a slightly different
requirement. For more detail see the description of hierarchy.
Interface
An interface defines a set of actions. The actions are defined in terms of a number of
method definitions. A class which implements an interface must contain code for each
Library
A library is a set of classes which are used by other programs. The difference between a
library and a program is that the library file will have the extension .dll (dynamic link
library) and will not contain a main method.
Machine code
Machine Code is the language which the processor of the computer actually
understands. It contains a number of very simple operations, for example move an item
from the processor into memory, or add one to an item in the processor. Each particular
range of computer processors has its own specific machine code, which means that
machine code written for one kind of machine cannot be easily used on another.
Member
A member of a class is declared within that class. It can either do something (a method)
or hold some data (variable). Methods are sometimes called behaviours. Data members
are sometimes called properties.
Metadata
Metadata is data about data. It operates at all kinds of levels. The fact that the age value
is held as an integer is metadata. The fact that it cannot be negative is more metadata.
Metadata must be gathered by the programmer in consultation with the customer when
creating a system.
Method
A method is a block of code preceded by a method signature. The method has a
particular name and may return a value. It may also accept a parameter to work on.
Methods are used to break a large program up into a number of smaller units, each of
which performs one part of the task. They are also used to allow the same piece of
program to be used in lots of places in a large development. If a method is public it can
be called by code other classes. A public method is how an object exposes its
behaviours. A message is delivered to an object by means of a call of a method inside
that object.
Mutator
A mutator is a method which is called to change the value of a member inside an object.
The change will hopefully be managed, in that invalid values will be rejected in some
way. This is implemented in the form of a public method which is supplied with a new
value and may return an error code.
Namespace
A namespace is an area within which a particular name has a particular meaning.
Namespaces let you reuse names. A programmer creating a namespace can use any
name in that namespace. A fully qualified name of a resource is prefixed by the
namespace in which the name exists. A namespace can contain another namespace,
allowing hierarchies to be set up. Note that a namespace is purely logical in that it does
not reflect where in the system the items are physically located, it just gives the names
by which they are known. C# provides the using keyword to allow namespaces to be
"imported" into a program.
Overload
A method is overloaded when one with the same name but a different set of parameters
is declared in the same class. Methods are overloaded when there is more than one way
of providing information for a particular action, for example a date can be set by
providing day, month, year information or by a text string or by a single integer which
is the number of days since 1st Jan. Three different, overloaded, methods could be
provided to set the date, each with the same name. In that case the SetDate method
could be said to have been overloaded.
Override
Sometimes you may want to make a more specialized version of an existing class. This
may entail providing updated versions of methods in the class. You do this by creating
a child class which extends the parent and then overriding the methods which need to
be changed. When the method is called on instances of the child class, the new method
is called, not the overridden one in the parent. You can use the base keyword to get
access to the overridden method if you need to.
Portable
When applied to computer software, the more portable something is the easier it is to
move it onto a different type of computer. Computers contain different kinds of
processors and operating systems which can only run programs specifically written for
them. A portable application is one which can be transferred to a new processor or
operating system with relative ease. High Level languages tend to be portable, machine
code is much harder to transfer.
Private
A private member of a class is only visible to code in methods inside that class. It is
conventional to make data members of a class private so that they cannot be changed by
code outside the class. The programmer can then provide methods or C# properties to
manage the values which may be assigned to the private members. The only reason for
not making a data member private is to remove the performance hit of using a method
to access the data.
Property
A property is an item of data which is held in an object. An example of a property of a
BankAccount class would be the balance of the account. Another would be the name of
the account holder. The C# language has a special construction to make the
management of properties easy for programmers.
Protected
A protected member of a class is visible to methods in the class and to methods in
classes which extend this class. It is kind of a half way house between private (no
access to methods outside this class) and public (everyone has access). It lets you
designate members in parent classes as being visible in the child classes.
Public
A public member of a class is visible to methods outside the class. It is conventional to
make the method members of a class public so that they can be used by code in other
class. A public method is how a class provides services to other classes.
Reference
A reference is a bit like a tag which can be attached to an instance of a class. The
reference has a particular name. C# uses a reference to find its way to the instance of
the class and use its methods and data. One reference can be assigned to another. If you
do this the result is that there are now two tags which refer to a single object in
memory.
Signature
A given C# method has a particular signature which allows it to be uniquely identified
in a program. The signature is the name of the method and the type and order of the
parameters to that method:
void Silly(int a, int b) – has the signature of the name Silly and two int
parameters.
void Silly(float a, int b) – has the signature of the name Silly and an
float parameter followed by an integer parameter. This means that the code:
Silly(1, 2) ;
- would call the first method, whereas:
Silly(1.0f, 2) ;
- would call the second.
Note that the type of the method has no effect on the signature.
Source file
You prepare a source file with a text editor of some kind. It is text which you want to
pass through a compiler to produce a program file for execution.
Static
In the context of C# the keyword static makes a member of a class part of a class
rather than part of an instance of the class. This means that you don’t need to create an
instance of a class to make use of a static member. It also means that static members are
accessed by means of the name of their class rather than a reference to an instance.
Static members are useful for creating class members which are to be shared with all
the instances, for example interest rates for all the accounts in your bank.
Stream
A stream is an object which represents a connection to something which is going to
move data for us. The movement might be to a disk file, to a network port or even to
the system console. Streams remove the need to modify a program depending on where
the output is to be sent or input received from.
Structure
A structure is a collection of data items. It is not managed by reference, and structures
are copied on assignment. Structures are also passed by value into methods. Structures
are useful for holding chunks of related data in single units. They are not as flexible as
objects managed by reference, but they are more efficient to use in that accessing
structure items does not require a reference to be followed in the same way as for an
object.
Subscript
This is a value which is used to identify the element in an array. It must be an integer
value. Subscripts in C# always start at 0 (this locates, confusingly, the first element of
the array) and extend up to the size of the array minus 1. This means that if you create a
four element array you get hold of elements in the array by subscript values of 0,1,2 or
3. The best way to regard a subscript is the distance down the array you are going to
move to get the element that you want. This means that the first element in the array
must have a subscript value of 0.
Test harness
The test harness will contain simulations of those portions of the input and output
which the system being tested will use. You put your program into a test harness and
then the program thinks it is in the completed system. A test harness is very useful when
debugging as it removes the need for the complete system (for example a trawler!)
when testing.
This
this is a C# keyword which has different meanings depending on the context in which
it is given. It is used in a constructor of a class to call another constructor. It is also used
as a reference to the current instance, for use in non-static methods running inside that
instance.
Typesafe
We have seen that C# is quite fussy about combining things that should not be
combined. Try to put a float value into an int variable and the compiler will get cross at
this point. The reason for this is that the designers of the language have noticed a few
common programming mistakes and have designed it so that these mistakes are
detected before the program runs, not afterwards when it has crashed. One of these
mistakes is the use of values or items in contexts where it is either not meaningful to do
this (put a string into a bool) or could result in loss of data or accuracy (put a double
into a byte). This kind of fussiness is called type safety and C# is very big on it. Some
other languages are much more relaxed when it comes to combining things, and work
on the basis that the programmer knows best. They assume that just because code has
been written to do something, that thing must be the right thing.
C# is very keen on this (as am I). I think it is important that developers get all the help
they can to stop them doing stupid things, and a language that stops you from
combining things in a way that might not be sensible is a good thing in my book.
Of course, if you really want to impose your will on the compiler and force it to
compile your code in spite of any type safety issues you can do this by using casting.
Unit test
A unit test is a small test which exercises a component and ensures that it performs a
particular function correctly. Unit tests should be written alongside the development
process so that they can be applied to code just after (or in test drive development just
before) the code is written.
Value type
A value type holds a simple value. Value types are passed as values into method calls
and their values are copied upon assignment; i.e. x = y causes the value in y to be
copied into x. Changes to the value in x will not affect the value of y. Note that this is in
contrast to reference types where the result of the assignment would make x and y refer
to the same instance.
Virtual Method
A method is a member of a class. I can call the method to do a job. Sometimes I may
want to extend a class to produce a child class which is a more specialized version of
that class. In that case I may want to replace (override) the method in the parent with a
new one in the child class. For this to take place the method in the parent class must
have been marked as virtual. Only virtual methods can be overridden. Making a
method virtual slightly slows down access to it, in that the program must look for any
overrides of the method before calling it. This is why not all methods are made virtual
initially.
case 123
tests 123
class 25
Index class members 86
code reuse 106
color 149
column printing 58
comments 45
( compiler 21
() 25, 27 component properties 148
components 100, 148
computer 12
/ data processing 13
/* 45 embedded system 14
hardware & software 12
program 13
; programming 15
; 26 condition 46
Console 27
constants 49
{ constructor 94
{ 26 chaining 111
custom 95
default 95
+
failure 98
+ 29 management 97
overloading 96
parameters 96
A
context 30
abstract continue 54
classes and interfaces 113 custom constructors 95
methods 112
references to abstract classes 115 D
accessor 89, 124
arrays 66 data 13, 32
elements 67 data protection 108
subscripts 67 default 71
two dimensional 69 default constructor 95
assignment 27 delegates 156
assignments 56 pointers 156
double 26
B
E
base method 109, 117
block 48 edit form 153
boolean 37 elements 67
brace 26 enumerated types 72
break 53 Equals method 118
button 150 escape sequence 35
button events 151 event management 152
events 156
exception 158
C
class 158
C 20 multiple catches 160
camel case 38 throwing 159
case 71 type 158
casting 41 expressions 39
chain saw 20 data types 42
char 35, 121 operands 39
Index 187
Index
G N
global namespace 165 namespace 24, 164
gozzinta 27 global 165
graphical user interface 147 nesting 166
GUID 106 separate files 167
using 166
H narrowing 40
nested blocks 65
hash table 130 nesting namespaces 166
Hashtable 130 new 80, 94
I O
identifier 23, 38 object class 116
if 46 object oriented 21
immutable 122 objects 78, 85, 111
information 13 container 127
inheritance 106 equals 118
integers 33 factory method 134
interface key 131
abstraction 100 properties 124
design 105 this 119
implementing 102 operands 39
implementing multiple 104 operating system 13
reference 103 operators 39
combining logical 48
K priority 40
relational 46
keyword 23 unary 55
out parameters 63
L overflow 33
overloading
label 148 constructors 96
Length 123 overriding 107
library 162
literal values 32, 42
loops 50 P
break 53 parameters 28, 60
continue 54 parenthesis 29
do - while 51 Parse 28
for 52 plumber 15
while 51 pointers 156
print formatting 57
M print placeholders 57
priority 40
member protection 86 private 87, 88
Index 188
Index
Index 189
Index
this 119
ToString 116
ToUpper 123
Trim 123
U
unicode 36
user 12
using 24
V
value parameters 62
variable scope 64
variables 23, 32
arrays 66
assignment 39
bool 37
char 35
declaring 33
double 26
float 34
list 26
string 36
structures 75
text 35
types 32
verbatim 37
virtual methods 108
void 25
W
widening 40
WriteLine 29
Index 190